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  1. #11
    Player
    Ildur's Avatar
    Join Date
    Dec 2013
    Posts
    102
    Character
    Ulanan Ulan
    World
    Balmung
    Main Class
    Arcanist Lv 50
    The 1 piece per boss restriction would help mitigate the problems I've heard about players dropping as soon as they get their one piece of gear.
    (0)

  2. #12
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    I agree with everything you said but
    Quote Originally Posted by Moxiesan View Post
    1. Go back to traditional raiding elements: (i.e. 1 or 2 time per week lockout rule.) The loot dropping separately for the different groups is a great idea and I love it.
    2. Allow for 1 Need win and 1 Greed win. That way at least some more loot will get rolled on and if you accidentally clicked on greed, then you don't lose out on your NEED gear.
    3. Bring the entire raid in line with traditional raiding (Harder, 1 week lockout, up to 24 in the same group can queue, which would be great for larger guilds)
    No no and no to making it work like coil. I don't run CT for gear, honestly I couldn't care less, I only do it for fun and tomes, and I'm sure many others do the same. Why should I be forced to run it only once a week? I don't see how it would solve loot problems, you would still get that much loot and not even granted, but you take out the chance of helping others etc.
    And I must say, I kinda fail to see the "loot wasted" problem. Sure, it's a shame nobody gets it, but it's not like something that'sphysically generated getting trashed. When people runs WP they completely ignore the chests or pass on all the loot, is that gear wasted too? Sure one is a players choice the other a devs choice. But I figure do to how often gear drops in CT, if loot was illimited everybody would have all the classes geared in 1-2 weeks. I sure would have at last 3 classes geared by now. Other dungeons don't drop things so often, I've hardly seen anyone ever complete an AK (old AK) healer/caster set even though farming it daily, while I'm seeing a lot of people with full CT sets already even with the 1 drop a week rule.

    I'm not saying I would be against changing that rule, but I don't see it so bad and making the whole isntance only open once a week? Hell no, it's the only thing I still find fun to run daily <.<

    The whole thig about general in dungeon limitations intead...especially the no communication rules...yeah totally agree on those, but as said they've been brought up a lot already and nothing :/
    (2)

  3. #13
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    Help me please. What does happen when in Coil turn 1 one dropped piece is already owned by all paticipants?
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  4. #14
    Player
    Transmit's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Nil Asura
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by synaesthetic View Post
    Where are the weaponskill and spell bonuses? Why does only GC gear have set bonuses? Why do we have to make no hard choices in terms of gearing? I would really love to have to choose between the lower base stats on Crimson Vest vs. BLM AF+ if the Crimson Vest had a special bonus like "Fire III/Fester: Increases damage by 5%," or if the Royal Vest had something along the lines of "Cure II/Adloquium: Reduces MP cost by 10%."
    This so much! Even in FFXI it was more interesting, double attack, triple attack, "Enhances" <Job ability here>, "Augments" <Job Ability here>, increased critical hit damage (not rate), Store TP, Save TP, Conserve MP etc. People would see the new gear and come up with endless combinations of good gear set ups, and from it there would be so many different play styles. Right now the progression path in gear is so brutally obvious that it takes the excitement out of trying new things.
    (0)

  5. #15
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Transmit View Post
    This so much! Even in FFXI it was more interesting, double attack, triple attack, "Enhances" <Job ability here>, "Augments" <Job Ability here>, increased critical hit damage (not rate), Store TP, Save TP, Conserve MP etc. People would see the new gear and come up with endless combinations of good gear set ups, and from it there would be so many different play styles. Right now the progression path in gear is so brutally obvious that it takes the excitement out of trying new things.
    Apparently they said for now they only want to give us vertical progression of gear so that we don't ahve to put thought in gear choices...uh. =| Well at least it means we don't have to farm a billion sets one for each activity.
    (0)

  6. #16
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Virtual On
    World
    Leviathan
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Transmit View Post
    This so much! Even in FFXI it was more interesting, double attack, triple attack, "Enhances" <Job ability here>, "Augments" <Job Ability here>, increased critical hit damage (not rate), Store TP, Save TP, Conserve MP etc. People would see the new gear and come up with endless combinations of good gear set ups, and from it there would be so many different play styles. Right now the progression path in gear is so brutally obvious that it takes the excitement out of trying new things.
    That never existed in FFXI. There were specific gear sets to accomplish specific things, and that was it. It was an illusion of choice simply because there was always a best for any given situation.

    They have stated they don't want mandatory equipment that is weaker than the current "best" equipment. FFXI was a horrible system, anyways. Why should I still be using the elemental staves at 75? A 50 weapon should not be anywhere near a 75 weapon, but that was sadly not the case. Unique passives end up being a mandatory, or never use, and they don't want that.

    I'm fine with the current system, rather than a system where "weaker" gear is a must-have, or must-use, or you're bad. Even non-passive items were a problem. Scorpion Harness, Hauby, Leaping Boots, Emperor's Hairpin, etc. Items like this should not exist.
    (1)
    Last edited by Kevee; 01-01-2014 at 01:37 AM.

  7. #17
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Kevee View Post
    I'm fine with the current system, rather than a system where "weaker" gear is a must-have, or must-use, or you're bad. Even non-passive items were a problem. Scorpion Harness, Hauby, Leaping Boots, Emperor's Hairpin, etc. Items like this should not exist.
    EQ had tons of gear and there weren't "must haves". This gear had effects on it as well. You also had choices of what slot you got effects and what effects you prioritized.

    I was in a high end guild in EQ, and while there were minimums we had for fights (hps, mana pool size, etc)... it wasn't as boring and strict. There was huge variety within raiding tiers of gear to get.
    (0)

  8. #18
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Virtual On
    World
    Leviathan
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by ApolloGenX View Post
    EQ had tons of gear and there weren't "must haves". This gear had effects on it as well. You also had choices of what slot you got effects and what effects you prioritized.

    I was in a high end guild in EQ, and while there were minimums we had for fights (hps, mana pool size, etc)... it wasn't as boring and strict. There was huge variety within raiding tiers of gear to get.
    EQ had tons of horizontal progression and not much vertical, that's why. You can't mix the 2 to the extent the poster above was stating.

    You can't have must-have procs/augments because that diminishes vertical progression, and if you have too strong of a vertical progression then procs/augments mean nothing.

    You have to pick one, and with the way FFXIV works it's better to be vertical. There's no gear-swapping, abilities are limited with jobs, and there's a finite amount of stats needed for every encounter. The rest is execution(which both FFXI and EQ lacked, which is also where a horizontal system works better).

    Now, you CAN pair vertical and horizontal, but it needs to be at every tier. Not just specific, lower, ones. The augments would have to be balanced around all gear levels so that higher level gear is always stronger.
    If that's the case..Why do it?
    (0)

  9. #19
    Player
    Melinia's Avatar
    Join Date
    Mar 2011
    Posts
    113
    Character
    Melinia Alieth
    World
    Balmung
    Main Class
    Arcanist Lv 50
    My group last night had *FOUR* black mages in it. One of the other groups in the alliance had none. Why couldn't the mages have been more evenly distributed around the alliance? Of the four drops we received, one was for dragoons, and another for bards. Better diversity among the parties in Labyrinth would be good both for the individual fights (Atomos with four monks...?), and for ensuring that gear drops end up where they're needed.


    Last week, I completed a run as the only Summoner in my alliance party. We had the Crimson Boots drop, which I needed and won. Then the Crimson Robes dropped, which I couldn't roll on. Those rotted. What would be nice is to have a mechanism in place so that if you've already won your loot item for the week, and something drops that your current job can wear, you can roll Greed - but your roll defaults to a zero. That way, the item doesn't rot. But if *anyone* else wants it, they'll get priority over you.
    (0)

  10. #20
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Kevee View Post
    EQ had tons of horizontal progression and not much vertical, that's why. You can't mix the 2 to the extent the poster above was stating.
    I agree, there was less vertical progression.. although it was certainly there and meaningful.

    Not to mention character progression via AAs.

    IMO this is a superior strategy since it decreases power creep and inflation. WoW has already had to squish stats - what? Twice? At least?
    (1)

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