And getting no progress while the rest of your static does is simply infuriating/fustrating. Especially when you don't win the rolls on the items that upgrade your Ironworks gear.
And getting no progress while the rest of your static does is simply infuriating/fustrating. Especially when you don't win the rolls on the items that upgrade your Ironworks gear.
If the rest of your static does get drops while you don't, and you still have to compete for carbontwine/-coat, you have a problem with your static.
The sad thing is, I see people complain about this all the time. People need to tell their raid leaders that loot like Carbon should be cycled around to the persons with the fewest drops. Preventing people in your static from upgrades hurts the whole group.
Dovie’andi se tovya sagain
Yup, either this or using a dkp system should be the standard for every static in this game. People are loot greedy in general, some more, some less, it's in our nature. Without some sort of agreement on who gets what in a raid determined by either the raid lead or a point system I see this being frustrating as hell for the player that not only gets hit hard bei rng in terms of drops, but has to roll (and lose) for upgrade materials aswell.
I mean, as bad as the rng/lockout mess is in this game, at least SE gives some sort of an alternate gearing path through upgrade materials for tome gear for that exact reason. If now your static does not even give you that, seriously, leave static, it's a very bad one (not necessarily skillwise, but most definitly in terms of attitude)...
But well, we're getting offtopic here.![]()
Yesterday we got our 6th or 7th Dreadwyrm Bracelet of Healing
our 3d / 4th Fending Pants
our 2d shield
and other free loot things.
It's a bit ridiculous
Anyone talked about BRD boots? drg chest? healing boots?
My alter ninja is more geared than our blm![]()
I still think there should be an option to buy loot from Coil turns with some kind of currency (currency can only be available via doing Coil if desired), with the loot only being purchasable once you have cleared the Turn that loot is from (or have cleared it X number of times if desired).
I honestly thought this was what the token system was going to be, rather than a welfare system for folks who can't do Coil to begin with... Not sure why we need welfare gear to do content 20-50 iLVLs under said gear, but whatever...
Your totally missing the argument here.....Who wants to cycle through gear that you already have till it becomes obsolete. Are you that full of yourself. Let me paint you a picture SCH been clearing t10 since week 1(since this is more current for you) I've yet to get my ears , is this good enough for you ? And I didn't say It took me two months we cleared it straight for 2 months and yet no chest drop , who cares if its not BiS we want it didn't get it but all other crap can be recycled.
your argument is totally invalid
I cleared t11 on week 2 and i have to see the pants yet. The only thing i see is the healer bracelet. 7 bracelets means more or less 2 months of the same drop. And i'm not sure if this week it will drop again.Your totally missing the argument here.....Who wants to cycle through gear that you already have till it becomes obsolete. Are you that full of yourself. Let me paint you a picture SCH been clearing t10 since week 1(since this is more current for you) I've yet to get my ears , is this good enough for you ? And I didn't say It took me two months we cleared it straight for 2 months and yet no chest drop , who cares if its not BiS we want it didn't get it but all other crap can be recycled.
your argument is totally invalid
Well said.sorry but the current system is a totally outdated mmo loot system that needs to be removed or changed. it just doesn't work when people dont get their reward within timeframe x before it becomes useless with the speed this game is adding content. i mean there needs to be a middle ground to limit the RNGs power. otherwise some people keep getting screwed over.
While I agree with another person that Tokens might be "boring," the problem is really that Yoshi P has chosen this WoW-style of Vertical Progression, and the *speed* of upgrades being released combined with the bad RNG Loot System, *and* just *1* End Game Dungeon with Weekly Lockout is what makes it so insufferable.
The game's fundamental Looting / Gear Philosophy needs to be examined and adjustments should be made:
* If they stay with a Fast (~5 - 6 month) Vertical Progression-style, with Weekly Lockouts (Ugh), then they should consider adding a Token System in addition to the RNG Drops. This way, if someone has the skill to beat various Turns over and over, but Random Number Generator is cruel to them, at least they get rewarded for perseverance over time.
* If they add *some* Horizontal Progression in the game, and add More Than 1 End Game Dungeon in 3.0 (so there are more outlets to adventure in, and more Gear Options (of equivalent usefulness / iLevel)), that would be a fair way to alleviate some of the frustration. Because at least players can tackle [Raid A] then [Raid B] then [Raid C] and try their luck at various drops that way (more opportunities to get equivalent gear).
This method would entail slower iLevel Increases, but still New Gear (it's just a Side Grade with Alternative / Meaningful Stats).
Ultimately, the Loot Pools right now are so gigantic (per Treasure Chest) that the RNG with Weekly Lockout makes it a very real possibility you will never see your item drop before the Next Item Level Increase happens (5 - 6 months), which makes the whole thing feel like an exercise in futility.
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