yup, I am burning through my dark matter like crazy! They will probably adjust the price of that too in order to sink more gil.
This is odd. I played for several hours today (a lot more than usual) and while I did repair my gear once, I didn't notice any sort of change. I guess I don't recall when I last repaired my gear, but there didn't seem to be the kind of change people are talking about. I did 4 boarskin maps, 12 alexandrite maps, an expert roulette (Stone Vigil HM), a trial roulette (Ramuh), ST, 3 S rank hunts, 5 A rank hunts, 12 Ixali quests, and 7 daily hunts (6 sets of normal mobs and 1 FATE boss), and perhaps a few more things I may have forgotten.
Hmm, I hadn't noticed at all actually. This might prompt me to look into leveling a craft (or being more careful with other spending) so that I can keep up with the costs. I'm guessing that the daily hunt marks barely break even if you teleport to the area now?
Didn't even notice. The Gil I carry keeps going up that I don't notice the teleport rates at all.
'And come to think of, why the hell do I lose durability anyway when I just heal people, I'm not even being hit, how does my armor need repairing.
Stupid system is stupid'
So you expect other players to lose their dura cos they get hit and you get to walk away free without losses? Fail logic is fail.
'And come to think of, why the hell do I lose durability anyway when I just heal people, I'm not even being hit, how does my armor need repairing.
Stupid system is stupid'
So you expect other players to lose their dura cos they get hit and you get to walk away free without losses? Fail logic is fail.
Yea yea, Like I said to the other guy^
I haven't really noticed my gear breaking faster, but then I always repair my gear whenever I'm near a capable NPC anyway regardless of how much durability I might be missing. I didn't even notice the increased teleport cost since they're pretty trivial anyway.
I don't think new players have to worry. The rate of gear decay, cost of repairs, and teleport costs (when you factor in three favorites and a free destination) are lower than when the rest of us started at launch and us non-legacy players did just fine. There are also many more ways for fledgling adventurers to earn gil compared to what we had at launch.
At least it's not like 1.0 where your teleports were severely limited and you were forced to rely on other players to repair your gear since npcs couldn't repair gear to 100% and there was some gear they couldn't repair at all (at least while I was playing).
With this character's death, the thread of prophecy remains intact.
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