It opens avenues for players to have a distinct advantage in terms of money making depending on how much they pay to play the game.
I can't agree with this suggestion.
It opens avenues for players to have a distinct advantage in terms of money making depending on how much they pay to play the game.
I can't agree with this suggestion.
Yep, that's the other problem too; people who have multiple retainers beyond the default 2 would have a huge advantage since they can turn their retainers into materia factories AND gather whatever materials they find in ventures. Reeks too much of pay 2 win.



Compromise: Default Retainers are the only ones who can spiritbind. Extra retainers can't. So once a player gets their first two retainers, they can spiritbind. They can be, like "A-Class Retainers" while the extras earned through paying extra on subs are "B-Class Retainers" and have fewer options available.
I'm just sick of swapping out gear that has, like, 70% spiritbind that I will never use again and missing out on the potential materia.
Last edited by HakuroDK; 11-21-2014 at 12:18 AM.
Then finish spiritbinding?Compromise: Default Retainers are the only ones who can spiritbind. Extra retainers can't. So once a player gets their first two retainers, they can spiritbind. They can be, like "A-Class Retainers" while the extras earned through paying extra on subs are "B-Class Retainers" and have fewer options available.
I'm just sick of swapping out gear that has, like, 70% spiritbind that I will never use again and missing out on the potential materia.



People using retainers to spirit bond = more materia in the market = lower prices. I'm not seeing much of an advantage.
Would be nice since it would give me a reason to craft stuff without having to set time aside to grind mobs just to spirit bond when I could be doing other things. Like run dungeons and PvP.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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