I dont see why Esoterics/raids shouldnt be capped per job weekly.
If you could do roulettes once youd still have to grind out the rest but at least this would be an option and lets be real here who would go through all the jobs to get capped weekly.
Im sure there would be this one guy out there to grind it out but in the grand scheme of things this wouldnt break the game apart but at least would make this whole job system just more flexible especially with raids involved.
Its not that bad to have that option in place instead capping tomes/scrips and clearing raid for a week and logging off until reset.
Funny that over 2 years later SE still hasnt realized this perhaps with all these complaints left and right theyll come to their senses and cement this job system with that change.



I used to be somewhat against per job lockouts (though for the life of me I can't remember why), but I'm actually rather in favor of them now. I've never really liked farming Trial battles for weapons for my alt jobs (as I prefer to do Trials on my main which usually has no need of the weapons, since it always gets tomestone stuff first), and as a result, my alt jobs have been sitting at i180 weapons for a long time, which is starting to make things a little choppy, especially on my tank and healer, which are my third and fourth alts in terms of priority.
Especially if they continue with job-locked tomestone gear, I can't think of any reason a per-job lockout would be a bad thing, though I do suppose it would somewhat devalue gear from the 24-mans. There are some players who would feel a need to cap on all of their jobs every week, so I suppose they could implement something like a 3 job maximum.
Last edited by Alahra; 12-18-2015 at 11:38 PM.



Lockouts are still a thing because the grind is real. Fight the power.
I completely agree. The great thing about XI was that you could play, and gear properly, several jobs at the same time. I'm thrilled that XIV lets us "do everything on one character" as well, they make it far too difficult to properly gear anything outside of your main class.
I have a few classes at 50 that I've been wanting to level up and play, but then I think about the gear, and how it will always be so far behind and "gimp", I just don't bother.
If they insist on keeping the caps in place, I'd love to see them at least make that cap PER JOB (as mentioned above). That would give people so much more flexibility, and actually help the game in the long run.


Lockouts per job are just fine but not for caps or endgame raid.
In my opinion there should be a lockout of 1 for each job seperated, so if you want multiple lockouts you have to run the duty with multiple jobs, maybe just your first roll on lockout can be need and rest just greed.
And maybe a rais of the cap for tomestones for each job on the respective level but with a max cap after some jobs on the respective level, maybe max the caps up to the double by max +50 to cap for each job on respective level.



They need to put it back how it was at the end of 1.X. No ilvl, and vertical yet horizontal progression. We had options of gear we could use, but it still had to be a choice of certain stuff that came out. Oh..and stuff stayed relevant for a long time. Annnnd we had 8 man dungeons...annnd the stuff that dropped from there was actually useful.
Mind you, it wasn't just a boss waiting in a room to be killed..we had entire dungeons with useful loot along the whole way. We also had interesting stats on our weapons and armor! Why they got rid of that for this crappy lockout is beyond me.
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