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  1. #11
    Player
    Blanchimont's Avatar
    Join Date
    Jun 2015
    Posts
    302
    Character
    Viese Blanchimont
    World
    Ultros
    Main Class
    Pugilist Lv 80
    Lancer/Dragoon and Rogue/Ninja drops seem to be the most common for me at the level 60+ Dungeons. The RNG does suck, but at least there's a guaranteed drop each time you kill the boss, which is a big plus when you consider there are other games with ridiculously low drop rates for gear on raid bosses.
    (0)

  2. #12
    Player
    Destous's Avatar
    Join Date
    Sep 2015
    Posts
    200
    Character
    Oni On
    World
    Behemoth
    Main Class
    Paladin Lv 60
    The RNG reflects the ratio of DPS to tanks and healers. It's fine. My issue with these alliance runs is that they're meant to be gear catch ups, yet we're locked to one loot per week. It's not much for gearing up all your alt classes if there's a 6 week minimum per role that needs gear. Every time I see a drop that gets passed on by the whole group, because they're after something else, it makes me wonder just how many drops each week get sent into the abyss. I may not have been gunning for a MNK chest piece when I queued, but if nobody else wants it, why not let someone walk away with it? My MNK is almost to 60.

    I also feel that the tomestone cap sticks around too long. There are 13 combat classes in the game. Am I expected to have a main character whom I take through every class to 60, or am I better off making 13 characters with separate lockouts and tomestone caps so I can actually have 13 classes geared up? It's a design decision that's always boggled my mind.
    (1)

  3. #13
    Player
    Nasrin's Avatar
    Join Date
    Feb 2014
    Posts
    17
    Character
    Kara Hathorn
    World
    Diabolos
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Sida View Post
    What sort of solution would you want though? Some sort of token back up system in place would be one but we already have enough token systems for that to stay feasible.

    Other would be dynamic loot table. On any run, the loot table would contain one set for every person in party (so two healer sets, possibly two other sets of the job is presented in multiples)

    I actually like it well enough as it is now. But would this suggestion suit the wants of OP?
    A Dynamic loot table would be neat, there have been way too many times that half of the loot drops for jobs that we don't even have in the group (For some reason my groups are like 3 bards 2 summoners almost always! lol) So there's a ton of wasted loot...on top of one piece per week people don't usually greed them so it's just lost...50 minutes+ a run plus the queue time which varies from 10 minutes to 30 minutes and well...it's just frustrating T_T
    (0)

  4. #14
    Player
    Ashur's Avatar
    Join Date
    Mar 2016
    Posts
    92
    Character
    Morfran Llewellyn
    World
    Odin
    Main Class
    Gladiator Lv 70
    i just absolutely hate that the same item can drop twice on one chest. 2 fending pieces on a weekly lockout, in a raid with one tank? usually through bad luck the pieces that drop twice dont exist in our party, e.g maiming gloves twice when no dragoon. At least if two classes' items dropped per chest there's a higher chance of at least getting SOMETHING useful, rather than loot everyone's gonna pass on
    (0)

  5. #15
    Player
    Ageofwar's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    1,096
    Character
    Age Ofwar
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    I'm my runs in the Weeping city I have seen a lot of fencing, maiming and healing gear drop sometimes with multi-drops of the same item.
    I have a heavy feeling that SE implements a weighted RNG so that some items drop more that others (yes RNG is RNG and I should shut up)
    (0)
    Age of War


  6. #16
    Player Fourbestintoner's Avatar
    Join Date
    Sep 2015
    Posts
    758
    Character
    Melodiane Valerian
    World
    Masamune
    Main Class
    Black Mage Lv 42
    Chests should drop 4 pieces, not only 2.
    (0)

  7. #17
    Player
    Baristacat's Avatar
    Join Date
    May 2014
    Posts
    1
    Character
    Cen Dinhe
    World
    Jenova
    Main Class
    Lancer Lv 60
    I'm losing it with this drop rate. I've been running it over and over and over and over and over, dozens of times every week. I have seen the dragoon torso twice, and it has gone to someone who is clearly AFK for large portions of the fights each time. I've been putting a ton of effort into this and it's driving me crazy, because at this point there is a realistic chance I'll never actually obtain the torso while it would still serve any purpose for me. I'll probably clear A8S first.
    (0)
    Last edited by Baristacat; 07-21-2016 at 08:08 AM.

  8. #18
    Player
    Osteichthyes's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    143
    Character
    Ashley Osteichthyes
    World
    Ravana
    Main Class
    Pugilist Lv 90
    Saw this mentioned before but I want to state it in another way. Personally, I don't think that Weeping City should have loot lockout. The greatest strength of FFXIV is the armory system and these 24-man raids seem to be the perfect way to allow players to gear up their other jobs and with the addition of PotD, they can get experience as to what the jobs offer later on as well. It just fits so well together.
    (0)
    When you have lag, every action is an adventure.

  9. #19
    Player
    Blanchimont's Avatar
    Join Date
    Jun 2015
    Posts
    302
    Character
    Viese Blanchimont
    World
    Ultros
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Osteichthyes View Post
    Saw this mentioned before but I want to state it in another way. Personally, I don't think that Weeping City should have loot lockout. The greatest strength of FFXIV is the armory system and these 24-man raids seem to be the perfect way to allow players to gear up their other jobs and with the addition of PotD, they can get experience as to what the jobs offer later on as well. It just fits so well together.
    The problem is that without loot lockouts, they feel that players will burn through content too fast and quickly get bored of the game. Personally though, I feel that the loot lockout defeats the point of being able to level up multiple classes because you will never be able to gear up the classes for end game.
    (0)

  10. #20
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,942
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Destous View Post
    The RNG reflects the ratio of DPS to tanks and healers. It's fine. My issue with these alliance runs is that they're meant to be gear catch ups, yet we're locked to one loot per week. It's not much for gearing up all your alt classes if there's a 6 week minimum per role that needs gear. Every time I see a drop that gets passed on by the whole group, because they're after something else, it makes me wonder just how many drops each week get sent into the abyss. I may not have been gunning for a MNK chest piece when I queued, but if nobody else wants it, why not let someone walk away with it? My MNK is almost to 60.

    I also feel that the tomestone cap sticks around too long. There are 13 combat classes in the game. Am I expected to have a main character whom I take through every class to 60, or am I better off making 13 characters with separate lockouts and tomestone caps so I can actually have 13 classes geared up? It's a design decision that's always boggled my mind.
    I never understood this part aswell, we are given the option to play more then one class (I like playing a tank for a week, then play as a healer etc), but we can only gear up 1-3 classes every 2 patches. I think a better way would be to keep the tomes the same, but make the 24 man raid 1 item a week, but locked to the class that you are playing.

    For example: I do Weeping City as a White Mage I need on a item and I win it. Right now when you win a item, you have a lockout that takes a week, but what I would suggest is to make it like this: I do Weeping City as a White Mage and I win chest item. I finish the dungeon and do Weeping city as a Warrior this time. Instead of there being a lockout, we are given the option loot 1 item per class/role. So when I do the dungeon as a Warrior, I can loot on a tank item. To avoid players getting items too fast, they could add these things:

    - You can only win your 2nd/3rd etc item if you win it via needing only.
    - Since AST/WHM/SCH share the same item, you can only win 1 item a week, so you can not loot a item as a AST and another item as a SCH. The same counts for the other classes that share the same item.

    This will encourage players to play different classes, will keep Weeping City very active and give players who love to play more then 3 classes a chance to gear them up.
    (0)

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