I really enjoy FFXIV, I am looking forward to 2.0 and everything before there. I love Akihiko Matsui's encounter designs and look forward to what he can come up with.
I dislike the direction that endgame loot has taken in this game.
My largest gripe is treasure chests, by tying everything to this they have tossed aside so much the old development team gave them and now with Ifrit they have taken it to an entirely new level of questionable design.
Incapacitation on Ifrit:
- Incapacitations don't seem to work to give players a better chance at loot.
- They are useless during this fight, as they also don't reduce damage in any useful way, or slow the mob or really do anything.
- They are broken during Ifrit. Right and Left horns from the front? What? That's dumb.
If they fixed the positioning to be correct like all other mobs, upped the damage threshold, and made incapacitation useful guess what?But hey those classes don't need any help competing for slots in Ifrit parties so what would be the point of using an existing mechanic to encourage better balancing...It doesn't end with incapacitation though, the entire endgame DoW/DoM itemization (or loot) is worse than it was under Tanaka.
- Lancers stacking wouldn't be in so much demand because they can only break right horns with Spinstroke (poor damage)
- Archers would be in demand possibly for Bloodletter (right horn)
- Pugilists would definitely be in demand for Victimize II (right horn)
[SIZE="5"]Bring Back Tanaka's Loot System.[/SIZE]
Incapacitation affected craftable material drops from Notorious Monsters.
The benefits of the original endgame itemization system.
- Players can affect their loot chances by giving themselves extra goals during battle.
- All classes are involved.
- Multiple DoW DD for breaking parts (not just flavor of the month DPS)
- DoL to gather extra materials needed for the recipe
- DoH to craft and possibly even HQ the finished product
- All players have access to the loot and can get it through the path of their choice.
- Casuals and soloists can purchase the weapons with gil made from any activity they choose, they don't have to group with others at all if they don't want to.
- Primarily crafters and DoL can obtain the weapons.
- Tradeable drops create more demand for current content without resorting to broken loot mechanics like Ifrit's chest to arbitrarily force scarcity.
- Linkshells can more quickly gear there primary classes first, then their alt classes, and then if they so choose sell drops.
- "Oh no selling endgame drops!! RMT, monopolies, unfair!!! unfair!!!"
- People already sell spots in Ifrit groups, just like they did with Darkhold.
- RMT have a harder time, and are more vulnerable engaging in endgame for RMT than other activities.
- It requires high level characters which are more costly to lose to a ban.
- Farming, DoH, and DoL are much easier to bot/RMT
- This content is instanced you can't monopolize it.
The entirety of Tanaka's vision for FFXIV was not bad. This is one area where the new team has dropped the ball, and it is almost universally recognized. Fix it with your own solution, or you know what just use this system because it was well designed and already implemented when you got here.