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  1. #1
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90

    How do you think Gear progression will go in 3.0 endgame?

    We've had some strong hints that Yoshi wwsn't, overall, happy that players figured out to basically bypass the planned progression fro FCOB as it was stated that players would need to farm earlier turns in fcob to progress which was bypassed due to crafted fully melded gear.

    So for 3.0 it has been stated that the gear progression path will be, we'll call it normal and hard for now, gearing up in normal Alex to be able to tackle hard.

    So, taking what he learnt from FCoB. Theres a path I can see, dungeons and crafting will be gear for normal, then farm normal for hard.

    But whats to stop players again gearing up with crafted and fully melded gear and progressing straight into hard with 1 clear? He also stated that he wanted to reduce the power creep which would put each tier closer together increasing the possibility, and in fact making it easier to bypass the predicted gearing path. Presently only option they could do based on my previous experience in raiding on other MMOs is to go back and have a large gear power disparity that even fully melded crafted would not be eligible for the hard version or the more contreversial way of creating a new stat that is required to survive in the hard raid. For example the last MMO prior to FFXIV I raided in was Rift, Tanks had to have gear with enough toughness otherwise the bosses would oneshot them, eg a 70k hp tank getting hit for 700k with no toughness.

    Negatives with that is that it limits the options of gear choices for the player, they could, like others, have a full set on the loot table, plus specific tokens earned from clearing bosses that when you have obtained enough give you a choice of parts from another set.

    Off topic (even though it's my own topic but just wnted to add it anyways XD ) Would be good that instead of 1 raid split into 3 parts that we get a totally different raid each other update with a new story as opposed to coil being split over 12 months before we got to see the complete story.

    So how do you think SE will go to guarante that their predicted and planned gearing progression path will not be able to be bypassed like with 2.4 and FCoB?
    (3)
    Last edited by Sapphic; 02-19-2015 at 03:20 PM.

  2. #2
    Player
    Natashio's Avatar
    Join Date
    Aug 2013
    Location
    Satellite
    Posts
    601
    Character
    Natashi Tamaruo
    World
    Mateus
    Main Class
    Archer Lv 63
    Same as it is now. Up up and vertical. I don't see nothing changing.
    (7)

  3. #3
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    I hope crafting gear would not have that much impact so players that do not wanna craft or farm gil could still compete world first kills and server first kills etc
    (1)

  4. #4
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    I hope crafting does have an impact, so that there's a point to it. "Worlds First" and "Server First" kills don't matter anyway. I think gating all of the best gear behind content that only a few percent of the playerbase will ever experience is stupid and downright disrespectful to the rest of the playerbase, which is the vast majority of it. The fact that people could ultra-meld their gear and clear content early is awesome, because it means crafting had a purpose and was useful. Sure, it sucks that planned progression was screwed up, but that's why you should NEVER focus on just ONE way to achieve a goal in MMOs. The developers should have not only known this could happen, but have been prepared for it and totally OK with it, as it allowed more of the game's mechanics and progression to play a role in end-game, instead of JUST end-game.
    (19)

  5. #5
    Player
    ZhycranaDranix's Avatar
    Join Date
    Jun 2014
    Posts
    572
    Character
    Zhycrana Dranix
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    i190-200 by the end of 3.0 story......The Aldos will mitigate about 5K but the amount of damage will be getting will be so absured ....see where I'm going with this......lets go horizontal progression and not vertical so quickly ......although a Crit 5K aldo right now would be godly lol
    (1)

  6. #6
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    I'd like them to implement unique stats Final Fantasy IX style. Such stats would be a much easier way to "gate" content and ensure players need to get X gear before attempting a raid, thus avoiding a similar situation to what Final Coil had where you could bypass gear. Since they're not permanently tied to gear it also removes the XI issue of gear being BiS for a decade.
    (5)

  7. #7
    Player
    ruskie's Avatar
    Join Date
    Aug 2013
    Posts
    1,966
    Character
    Asny Rak'nys
    World
    Cerberus
    Main Class
    Bard Lv 70
    Hmmm I wonder. There was a mention at one point in a live letter iirc that the ilvl should stop ~150/160. I expect by end of the 3.0 story the avg ilvl will be 120/130 - with lvl53 being ~90.
    My thinking is: job and main story progression - for job. You start at i50 or so with your AF so jumping up by a ton of ilvls makes little sense.
    But at the same time I think the full main story will be needed to actually hit the expansion story - so since current highest ilvl for main story is i90 you get exp from getting to that point in the story and thinking about it you would hit that level at around 52/53 most likely. Yes I actually think our current gear won't become worthless on expansion drop. But will be starting gear to the expansion endgame. But at the same time I think it might slow down the ilvl creep to 2 or 5 ilvls - maybe even to the point that not all gear will be the same ilvl but more various like during leveling.
    (2)

  8. #8
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Sunako View Post
    I hope crafting gear would not have that much impact so players that do not wanna craft or farm gil could still compete world first kills and server first kills etc
    I'm going on the assumption that crafted will only be feasible for clearing normal mode Alex, or they add crafting materials as drops inside normal alex required to craft gear that would be feasible for hard Alex. Which would maintain the present useability of crafters whilst still gating progression within their path.

    Quote Originally Posted by Natashio View Post
    Same as it is now. Up up and vertical. I don't see nothing changing.
    That is obvious hence why I didn't put that out for discussion but rather how will SE enforce the predicted gearing path for dungeons>>normal Alex>>Hard Alex instead of 2.4 where it went Crafted>>>clear of FCoB

    Quote Originally Posted by ruskie View Post
    Hmmm I wonder. There was a mention at one point in a live letter iirc that the ilvl should stop ~150/160. I expect by end of the 3.0 story the avg ilvl will be 120/130 - with lvl53 being ~90.
    I'm predicting a large ilvl jump pretty much from the start, in other words a gear reset otherwise you end up with players with an avg ilvl 120 face rolling all content to 60 and new players being far behind whilst levlling 51-60. First couple of levels will be faceroll even in ilvl 50ish gear but gear that is higher ilvl than 130 will be easily obtainable then the difficulty will ramp up to match the higher ilvl. So new and vet will be on equal footing pretty early in the levels and thus balancing will be simplified. Ilvl divergence will come into play at level 60.

    Think the quote you are referring to is them wanting to slow down the power creep, not remove it.

    Quote Originally Posted by ZhycranaDranix View Post
    i190-200 by the end of 3.0 story......The Aldos will mitigate about 5K but the amount of damage will be getting will be so absured ....see where I'm going with this......lets go horizontal progression and not vertical so quickly ......although a Crit 5K aldo right now would be godly lol
    With the progression path dungeons>>normal Alex>>Hard Alex horizontel progression will allow the gearing progression to be circumnavigated. Unless, as I mentioned in the opening post, that they add a raid specific stat to the normal Alex gear. Horizontel is kind of a myth, as you go for certain items which are the most desireable anyways. For example for MNK you wouldnt go crit SK, det SKS, acc SKS if one of those was crit det. 4 choices of one item but only one is really desireable. Due to limitations they are working under *cough* PS3 adding in a system where you need specific gear for each fight will overtax the system due to the limitations on the armory system.

    Quote Originally Posted by ZhycranaDranix View Post
    i190-200 by the end of 3.0 story......The Aldos will mitigate about 5K but the amount of damage will be getting will be so absured ....see where I'm going with this......lets go horizontal progression and not vertical so quickly ......although a Crit 5K aldo right now would be godly lol
    In Rift my Paladin/warlord build jumped from 15k hp in level 50 raid gear to over 70k hp in tier 1 raid gear @ level 60 in the xpac. Not predicting such a massive jump with FFXIV tho.
    (1)
    Last edited by Sapphic; 02-19-2015 at 11:55 PM.

  9. #9
    Player
    Windklinge's Avatar
    Join Date
    Nov 2014
    Posts
    300
    Character
    Windklinge Wirbelwind
    World
    Shiva
    Main Class
    Marauder Lv 60
    i really really doubt current i130 gear will bet outclassed before anyone reaches lvl 60. just like lotro did it with thier xpacs always. the other way with beeing i200 by 3.0 storyend is wow style which means lvl 51 questgear would be superior to raiding gear from 50 which would be the WORST way to handle this. it would royally piss players off. and rightly so. because this makes em FEEL like a hamster wheel more than normaly. alexander raid requires gear from normal mode to tackle hardmode. means they have to either remove weekly lock or remove rng aspect of loot. otherwise we get the WORST raiding progression ever made aka RNG gated progression. this would be a reason to quit the game for many i believe because its unfair and stupid. if you get hit by bad rng your static will be stuck and therefore break or replace you. worst design choice. gladly yoschi said already alexander will handle rewards "differently" than current coil does which is room for hope he learned something.
    (4)

  10. #10
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90
    Personally? I'm just glad that there will be a Normal and Hard version of Alexander content. That way, I can experience the story and not have to deal with learning content just so I can fail miserably at it with bad parties over and over again.
    (3)

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