I would love more gear for the DOH class that can be "shared". When you have 8 DOHs and 3 DOLs your gear inventory becomes ridiculous.
It's a huge reason why I haven't been leveling too many sub classes in my DOW section - no space!
I would love more gear for the DOH class that can be "shared". When you have 8 DOHs and 3 DOLs your gear inventory becomes ridiculous.
It's a huge reason why I haven't been leveling too many sub classes in my DOW section - no space!

Which is my exact point of concern. Currently, DoH must rely on DoW/M for some materials as they only drop in dungeons to make iL70+ gears, meanwhile, DoW/M does not require DoH to have their full set of iL90+ gears. Your statement just nullified any need for DoH since DoM/W have other options, but DoH doesn't.
Somehow, I am just failing to see how this can be called balanced.
BTW, someone needs to double check me on this, but it is my understanding that DoL retainers do not gather items that you have not personally loot/gathered, and I do not know if this rule applies to DoM/W retainers as well.
jc
Actually they are needed if you look at cul and alc for current raid content anyways. And yes harder content should reward better gear. This would defeat the purpose of coils when people could just buy their gear from a crafter as opposed to spending hours wiping and figuring out mechanics. I agreee though there is no reason a crafter shouldn't be able to make i100 items when they put in the same amount of work as someone grinding soldiery weekly. What the devs need to do is have a weekly lockout on items obtained through DoL and use that item to craft i100 gear maybe? And have items from coils as OP stated be used to craft i110 gear.

The solution is actually quite simple, DoH requires items that only DoW/M/L can gather, and DoW/M/L can only obtain their BEST gear that is crafted by DoH. You have a 100% reliance of all the class groups on each other, and hence creating the need for all the classes to exist in game.
Yes, this may create some issues when there aren't enough DoH around, ie: new server, but then, I am saying only the BEST gear, therefore, all classes still can be geared w/o dependency on any other class.
So, instead of having those dungeon runs rewarding BEST gear, just reward the materials necessary to craft those gears.
BTW, this system already exist in EVE-Online, and it does create a pretty solid dependency among the different player classes. The game typically drops tier 1, rare tier 2, and very rare tier 3 and 4 items, and tier 5 and above (20??) must be crafted. Hunters/miners/crafters can do what they like to do all day long, and never have to worry about their loot/product being useless.
jc
Last edited by AttacKat; 06-02-2014 at 10:03 PM.
So you believe grinding > skill? Squenix would lose a lot of its hardcore fanbase if they did something like this. This would be a 2.0 version of carrying someone through the hardest content, but without a weekly lockout. What will the person who bought the gear do? Probably quit out of boredom. You have to realize that most of the fun at endgame is gearing out your character to take on harder content. All this would do is make the game stupid easy and boring for many. If squenix were to implement something like this it would have to be untradeable item obtained/gear crafted.
hmm crafters who can craft endgame gear but not sell it.!?
all they would have to do is make it so its crazy expensive to make hence its sell price would be really high and so you couldn't flood the server with endgame gear on none endgame players. there is ways to approach it where it wouldn't alienate the hard-core fan base.
plus this thread is about crafting end game gear for crafters not for dow/m classes. which would be unique / untradeable like the current i70 crafting gear.
strange awareness of ghosts that no longer haunt this shell.
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