

Ignoring your poor writing skills I'll answer this gladly. Oh wait I did answer it before...
But seeing as you have not even one job above 24 bsides your one Lvl50 Job I get that. You didn't even care enough to get all your subclass skills to perform better on your one and only Job for endgame...clearly shows your dedication.If you don't care about more than one class to gear up, good for you...there are dozens of people who actually like playing different classes and would like to get gear for all of them and CT will speed things up.

This is true, if you have all ilvl 90 gear, 2.1 doesn't bring much (besides pvp and non-combat things).
However... I just need to ask you this... because wow:
On 9 existing jobs in the game, you've capped all out at ilvl 90? All 9 of them? all 11-12 slots of equipment? Either coil has been completely generous and broken ( like triple+++ drops per chest), you've managed to get over cap myth stones every week, or you are dreaming of a very different existence in the game.
I think you're worrying about something that doesn't even come to be in the near future, even with a cap increase.
Last edited by Tannlore; 11-21-2013 at 03:39 AM.

The mythology system is just bad. The majority of BiS gear shouldn't be coming from a token vendor that anyone can run an iLvl50 dungeon to get. At the very least a chain of quests to get parts of the i90 should be in place. Make the achievement of these gears have some meaning. Right now I have a handful of friends who log in just to collect their mythology and coil run. (Myth from WP what a joke.) Myth shouldn't even be rewarded in AK.
New players that join in at any-point are going to be behind. The Current Myth system is similar to the Fatigue system we had in 1.0. It's a limit on how much we can do in game. New players come in and wont be able to grind mythology to their hearts content.
- How does removing a restriction make casuals lose motivation. If not I could see more casuals playing longer.
- Lots of the community already feels fragmented. The current game has locked everything into small isntance groups. 4-8 players are enjoying content while there are FC and LS out there with hundreds of players. Many of these players are getting sidelined because they don't have the room to fit them into current dungeon designs. There are no current world encounters outside of FATE. What happened to a lot of features such as NM's from 1.0. 1.0 wasn't a great game, but it still had some features in it that kept players around.
Yoshida, your argument for casuals falling behind is a weak one. Casuals will get to content at their own pace. If casuals are investing a few hours of week to play then they will reap what they sow.
Reward for challenging content Yoshida; not for the time-sinks.
Last edited by Luso; 11-21-2013 at 03:58 AM.
I agree wholeheartedly.
This philosophy of progression invests too much faith into the idea that new players can and will find FCs, friends, and groups that are at their level of progress. Even if this were true, it is incredibly discouraging for new players to see players who are permanently ahead of them.
While upward comparison is the central dogma of MMOs, placing new players into what is essentially a lower class is incredibly detrimental to everyone involved. Allowing new players to be upwardly mobile keeps the game exciting, even if the task is daunting. As it stands, they can only look upwards and know that they will never be able to reach that level of accomplishment.
This is especially damaging for players who miss the weekly reset for no fault of their own (real life commitments), or who are currently part of groups that progress together. Missing a week or more could mean that these once-dedicated players need to find a group who is at their now lower level of progression (this is obviously an extreme example). While gear requirements are currently incredibly lenient, encounters such as Turn 4 and 5 of Coil multiply the benefits of higher item level gear due to their precise difficulty. (max HP and defense for tanks, DPS checks, and HP checks for mages due to elevator soft enrage and Twintania fireballs) A week or more in missed gear progression could be a difference of several hundred HP or a dozen or so of your primary stat.
Last edited by YuriRamona; 11-21-2013 at 04:26 AM.
Wow a hardcore I agree with! I'm a casual player btw, don't have all my class abilities but I plan to get them but I'm not rushing. I want to get every class to 50 so I guess I'll get them then.
Tirion please keep posting!


I wouldn't judge you in the slightest if you don't have all your subclass skills yet. Everyone plays at their own pace and I respect and tolerate that. I'm just having serious problems with "people claiming to be super hardcore and complain about lacking content" when in all their "hardcore'd-ness" they don't seem to be hardcore enough to actually care about anything besides gear. Especially Osicat and Leadros...their arguments are completely void in my mind, cause I wouldn't consider either of them even slightly hardcore...


Maybe make higher crafted gear too? Why put materia in-game if it's going to be made useless right off the bat by myth gear and Allagan?There's one key problem with the encounters available in 2.0: the limited number of options leads to linear progression for battle classes, and essentially leaves crafters and gathers by the wayside.
To be more specific, players are being pressured to join a party to play through a limited selection of instances for tomestones; there are few, if any, options for those who wish to collect them leisurely, efficiently, or even alone. Patch 2.1 will serve as a means to resolve this problem, giving players many more options to collect tomestones and play as they see fit.
I suggest that we get i80, i85 or i90 armor sets (and probably weapon) that can be crafted by lv 50 crafters. But that is bound to them (no selling them possible), and the items for it coming from Crystal Tower and/or Coil. So that the raiders can sell stuff on market, for the crafters, who then in turn "buy" the right to be geared, without the ability to turn a profit over it. Thus no one loses. And it makes use of the money crafters stockpile, gets an income for raiders.
This is to have an alternative over the myth/allagan gear that actually includes materia. Instead of being stuck with whatever stats because STR/DEX/VIT/MND/INT (and damage) is too good to pass on your armor i90 compared to crafted and fully-melded i70.
29 MND and 29 VIT on i90 vs 20 MND and 20 VIT on Vanya Robe of Healing. 63 damage on i70 HQ vs 69 damage on i90. For example.
Even if you can meld more crit and higher accuracy/spellspeed/etc, the stats have so little weight it seems like shooting yourself in the foot. Give a viable alternative that doesn't make me seem like I'm boycotting best gear because I suck, but actually make a choice in progression.
Last edited by SchalaZeal; 11-21-2013 at 04:52 AM.
/ mis post
Last edited by Beetle; 11-21-2013 at 05:13 AM.
If you can clear turns 1-4 in DL, the pace at which you gear up is irrelevant when there is no content past Twintania. So we get our gear a few weeks before the "casuals" woo, what then? I knew this game was influenced by WoW, I just didn't realize it was going to go this far down the path, this quickly.
It's FINE if you want to be a casual gamer, and that they make the game accessible for everyone. But there HAS to be something for the end-game or "hard-core" players or there is no reason for them to play at all. And I'm sorry, but I don't think "getting your gear a little faster" is an acceptable reward for putting in the effort and clearing coils, compared to someone running AK, and WP over and over, which are so easy, I run them with my UI OFF! (link to video is in my sig)
http://youtu.be/gGJPq1qmtrk - PLD Controller Tanking AK with no UI video
|
|
![]() |
![]() |
![]() |
|
|