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Thread: Myth Caps

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  1. #1
    Player
    Lurkios's Avatar
    Join Date
    Aug 2013
    Posts
    422
    Character
    Lyli Hanabira
    World
    Sargatanas
    Main Class
    Arcanist Lv 70

    Myth Caps

    I feel that this particular dead horse hasn't quite got the beating it deserves.

    The myth cap was poorly thought out and poorly implemented. There is no reason for it, content is the current cap. There's nowhere to go after coil, and once your turns are up, due to the cap there's nothing you can really do to progress.

    Of course you could always:
    Work on a crafting/gathering skill: But some of us are just in it for the combat, and that's fine too.
    Level another class: aka: Fate grind to 50 over the course of a week or two, throw on the darklight you probably already have and... oh... right..., need myth...

    The ideal/correct solution would be to drop the cap entirely. Again, it's pointless. However, if SE feels the need to artificially delay progress, I would suggest it work more like the levequests. Allow me to get 300 myth this week, and if I only manage 275 let me make up the difference next week - up to the maximum 2000. So if I don't play for 7 weeks, I should be able to grind out 2000 myth if I choose to do so. At least then I'm not being punished for going on vacation.
    (10)
    Last edited by Lurkios; 12-03-2013 at 12:43 AM.