What I'm surprised about is that why can't you, after clearing a dungeon, be allowed to swap to gatherer and gather in the dungeon? In which those nodes don't have respawns on them but each person gets a full attempt per node before they vanish.



What I'm surprised about is that why can't you, after clearing a dungeon, be allowed to swap to gatherer and gather in the dungeon? In which those nodes don't have respawns on them but each person gets a full attempt per node before they vanish.



I liked to play "The last Remnant"
Clearing then searching, then collecting...
Even if your primary concern is crafting materials, it's still better for gear to drop. For one, being able to get a guaranteed 900 seals to put toward a material of your choosing is better than getting garbage like filtered water or cooking sherry or any of the other relatively worthless mats that can drop alongside potash or coke. Secondly, gear can be desynthed; battlecraft materia III > any philo mat.



I agree with this thread. I mean, look at ST for example. The final boss always drops 1 piece of gear no matter what, but there is also a chance that UAT and/or an Oil of Time will drop with that piece of gear. So why can't dungeon bosses have chests that work in the same manner? Always dropping one piece of gear, while possibly dropping a random crafting material as well?
This works in ST, so why can it not be applied to normal dungeon loot?

Excellent Idea, Gear drop for bosses and some % chance some mat drops too.
Easy solution:
Every boss drop 2-5 varied chests, like FFXIV 1.23. Gold chest = gear, silver chest = gear/weapons, black chests craft mats and other items.
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