IDK why people keeping thinking that relic is BIS for every slot for every job. Relic gear is not the end all to gear and your done that's what Allagan gear is for.



IDK why people keeping thinking that relic is BIS for every slot for every job. Relic gear is not the end all to gear and your done that's what Allagan gear is for.



I'm so glad people on my server are smart enough to know better than this nonsense. Leveling a 2nd char to get around myth caps is pointless.
My bard is almost fully geared in iLVL 90 gear and my DRG now has a mix of Darklight/Allagan which is sufficient to run coil with. If Crystal Tower had been out in time this would have become moot as iLVL 80 gear would be fine to run Coil with, as this content is not far from coming out they will likely not be removing the cap.
Being able to spam WP/AK SHOULD NOT be able to get you more or less the best gear obtainable in the game with ease. The dungeons are easy as hell and just because someone has infinite free time they would be able to gear up to max without showing a single measure of skill. Some relic pieces are BIS and some Allagan pieces are, use myth to buy the pieces that are best and run coil to get the others.


If I level a 2nd character I will level 1 mining, and 1 botany so I can leave my miner and botaner logged in where I am farming stuff and have triple the inventory space, other than that I see no point. But I do agree that the cap on myth needs adjusted.
Not like that, no. What's being asked for is one cap per class, instead of one cap for all classes to share. I.e. you can grind out 300 myths for your PLD and when you're done there you could also grind out 300 for your DRG. However, you can't spend all 600 on your PLD, the points you got on your DRG can only be used by the DRG and so on.
The rest of the post is not targeted at you directly.
I honestly don't see why people are opposed to the idea of having one myth cap per class. If someone wants to play more than you and gear up another class too, what's negative about that? If I were to reveal to you that I, as we speak, am grinding mythology stones on a separate alt character, even though I already capped my 300 stones on my main, your concern would probably be very mild. If I ask to do the grind on my main character's alt class instead, it's suddenly DEFCON 1. I just can't see why, all I see is "Darklight is enough".
Currently, someone might do their weekly coil run, cap their 300 myth tomes, and then log out for the week because progression wise, that's all they are allowed (this is unrelated, but since you're going to bring it up - they already have their crafts at 50, they have smelled all the flowers in the Black Shroud and they set aside some gil for a pretty house in 2.1. Simply put, don't avoid the subject by suggesting other things one could do, this discussion is about whether the shared cap is good or bad - nothing else).
To me, it's like you'd do your valor grind in WoW, do the one raid, and after that, you'd have to stop playing for the week because you already have your 5-man dungeon sets on your alts, and alts can't progress further once you picked a class to raid on. Had it been like that, I can safely say I had paid Blizzard considerably less over the years.
If people could also spend time working on alts in FFXIV, they'd have so much more content to occupy themselves with, even if it's very artificial and grindy. It's not extra power in any way, it's literally doing the exact same thing for another class for those that want to. You would have the same 300 myth limitation as your main, and the points can't be spent on any other class than the one that earnt them. Simply give the alts equal footing to the main class you play. Like it's been said before, you can already roll another character for this purpose - but with this awesome armory system in place, why not make full use of it?
EDIT: I should add I'm nowhere near this point myself yet. I still have ways to entertain myself immensly in the game, I'm just thinking about what I'd like the game to be long term as far as alts are concerned.
Last edited by StarMarmot; 11-12-2013 at 06:30 AM.
the iLvL gear you get from Myth is 90. ILvL gear you will get from Crystal Tower is iLvL 80. So if you theoretically got myth per class you would skip CT and just do the content which gives you the best gear for the slots. Why wait for drops from CT when you can just grind WP with all your classes and be done for the week. You will have all the gear iLvL 90 and then be "bored" till next expansion.
(there is hyperbole there but yeah)
hahahhahaha you think I care if you stay or leave? I don't give a tiny rat's ass. But, I was trying to give you an explanation on why it may be that the developers and the producer wanted the cap. You don't have everything so fast so you might stay a little bit longer.
But, yeah if you want to get bored I don't give a ...



It's astounding to see the level of incomprehension on this topic.
- The cap is in place to make sure you need a certain amount of time (IRL) to gear your character. This is pretty much obligated in all vertical-progression MMORPG's because otherwise some people would grind too fast.
So it will not go away, maybe be alleviated (they said the cap would remain the same but pieces of gear would become cheaper by the way). Developers refer to such mechanisms as "protecting the players from themselves" (doesn't always turn out as well as they expect, but nonetheless it's required to place limits). Also, from a business point of view, you need to make sure you have enough time to make new content before players finish the current content: hence why caps. They won't go away, unless some other ways are found to create content faster (such as player-generated content, or random-generated content, stuff like that).- However, that this cap applies to the CHARACTER and not to a specific JOB means that, as many have stated, it renders the armory system moot, useless, it gimps your character.
Which is why people will tend to level up rerolls (other characters) to play another job, instead of using the armory system and leveling all jobs on 1 char.- On top of that, further aggravating the inefficiency of the armory system, is the fact that you cannot customise your job: once you've got a sub-class at 34 and another at 26, to get those spells, you're done for the job in question.
There is absolutely no use to leveling a THM, an ARC or a PGL when you play a PLD for instance: the job design is absolutely rigid (no talents, no templates, no nothing makes two BLM any different from one another, respectively for all other jobs). Therefore, to have a fully functional job, all you need is: 1 class at level 50, another at ~34 and a third at ~26. Period. Everything else is useless.
What's hard to understand about that?…
Consequently, the only solution to make the armory system relevant is to make the cap PER JOB and not GLOBAL TO A CHARACTER. Short of that, using the armory system equates being OK with having gimped jobs: not a great incentive. Actually more of a deterrent, should all the history of video games mean anything.
People need incentives to play a game, and for a majority of players, that incentive is "power". In this game, as in most vertical progression MMO's, "power" = "gear". If you get off on something else, fine for you, but you can't deny that the power incentive is a very valid choice, actually the dominant taste in the field of video games: people want powerful characters, they want to beat the game as much as possible, they want to beat records (power, time, efficiency, whatever the game is). It's very human, too, we actually built a civilisation over dozens of centuries because we wanted to GET BETTER at everything we do. To each his own tastes, but diversity and a never-ending quest for power is what made (makes?) us great as a species. Be it in a petty video game or to send a man on the moon, you just can't deny that it's human nature in all its splendour.
Finally, to address the notion that "if the cap was per job, I would be forced to play a specific job in order to gear said job". Well… ^^; … you're entitled to your own tastes, but doesn't that seem more logical to you? That you need to use a specific "asset" (here, a specific job) in order to be more powerful/efficient with the asset in question? How is it logical that your tanking gets better when all you do is use a healer?
Think of it this way: I don't get better at maths when I read history books, I get better at maths when I actually learn and do maths.
Of course it's nice, it's comfortable to be able to gear all jobs only playing one, but it's certainly less logical than having to use a given "thing" to get better at that very "thing". It would be great to get better at maths when reading history books as well, but it just doesn't work that way. And let's not even talk about "player skill" when you gear up a tank by playing another role entirely. It's just how MMO's work: I play a tank, my tanking character gets "better" (geared), and I as a player get "better" (skilled) at tanking. I play a healer, my… oh you get it.
Last edited by Alcyon_Densetsu; 11-12-2013 at 07:18 AM.
“Focus on the journey, not the destination.
Joy is found not in finishing an activity but in doing it.”

The problem with raising the cap is that it will make it more of a chore than it already is. As it is, you have the feeling of "I have to get 10 WP runs done this week" every week. You really want that feeling to turn into 15? 20? Either get rid of the cap entirely, which means people will have full AF2 on multiple classes within days. Or keep the cap reasonable(which it is) so the feeling of "I need to do x number of runs" doesn't make x a terrible number.
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