


Crafted gears= gear you can get without tomes
Ingame since 1.0
The traditional way would be direct drop from a chest with the chance of Atma pre nerf.Won't happen. This would let people gear up too quickly and so for every patch cycle people would "take a break" a lot sooner. The tome grind and cap are there to artificially increase the amount of time players must play to get what they want, and unless they find another way to do this, it won't be removed
Last edited by Felis; 10-24-2016 at 10:24 PM.


To be honest, 3.2 changed a lot when they finally made crafting gear more on par with the current raid. We've gotten new tiers of crafting gear in 3.2 and 3.4 and it seems to be a very good system and it's great for the economy. You could literally get crafting gear and just forget tome gear.
Granted the crafting gear cost a lot but this is where your FreeCompany will come into play.
Morzone Vandalfo on Siren
Main job: SCH/MNK
Raid job: Gathering
PS5 based. PSN ID: natek_morzy


Here's my thing. I like the tome system in general. It ensures that the player at least gets something out of doing content. One of the most frustrating things in a game is constantly throwing yourself into content, and coming out with no reward at all. On the other hand, if there isn't enough incentive to do the content in the first place, then you run the risk of it becoming dead content.
The tome system allows reward for doing content, and something to work for, making sure you continue to do the content.
The problem I have with it, however, isn't so much the gathering of tomes, but rather having to replace the base gear constantly, and having maybe one upgrade to it. Instead, I would like to see some form of base gear added, for each job (AF4?), that could be continually upgraded. Where the investment for the initial gear is somewhat lighter, but the investment with upgrading it takes some time. Kind of like the relic weapons, but not that much of a time sink. Maybe one upgrade could require tomes, but then the next upgrade might need something from a dungeon (like a cloth/leather obtained from clearing it).
I would just like to see something other than the current cycle of obtaining a piece, upgrading it once, then tossing it when the next piece rolls around. And I'd also like to see gear upgrading less reliant on luck, or randomness.
Because RNG is such a great system -_-
I prefer systems that reward effort, not luck.
If anything this game is moving AWAY from RNG. Savage and EX primals now have token systems. Primal birds even use those tokens after time. Even the recent Relic steps have been just time consuming, not luck based.
No one likes it when they run a dungeon 100+ times and still don't get their drop while someone else runs once and gets theirs. It was a bad system in Final Coil, it'd be a bad system for all gear
I can only be happy that while I'm certain some of the Devs revel in our misery, they at the very least don't commit to half-baked ideas like this.
While I despise tomes, my hatred for RNG is even greater. Fuck RNG. That said, your idea also undermines the balance that the tomes maintain. Ultimately, everyone who at least maintains the weekly cap are guaranteed to all be at the same ilvl at the end unless they split their tomes among multiple classes. This is healthy for a community overall and, in the long run, the game. Basically, MMOs need to stretch content out to retain players in the long run and caps and lockouts also provide breathing room to the players with less time to feel they aren't dragging behind, yadda yadda yadda.
The issue with putting complete and competitive gear in dungeons is obvious, and you could use some weekly token or lockout bullshit but that also subverts the idea of tomes retaining players. In general, if they had thought it a good idea to do it they'd have done it by now, but they've seen that in the end it's healthier to just not add it in.
That said, I'm all for having more avenues of content with greater difficulty to provide gear for those of us who do want to go beyond, I'm totally down for that. It'd be boss to have primal accessories again along with our weapons, or if they introduced three tiers of Raids and that middle tier being that level of primal challenge, if not just a bit more if necessary.
The only thing that should ever circumvent the window of time and commitment that the game needs to instill is putting yourself in the fire and working for it. Even those should have their own lockouts of course, but the smart player will map out where to best put their efforts.
Last edited by Lewtskie; 10-24-2016 at 10:49 PM.
Hey I LIKE the tombs. It's simple and direct and I know what I need. Why does that need to change or go away? I get it tho you're bored, but doesn't raiding kindof solve this if tombs isn't your thing? I'm actually asking.



OP, good luck.
I am bored of the tomestone system too.
(Begin edit)
However, I accept that this system is preferred by many people and isn't going to lose that status. People don't want to feel like they are being "left behind" since people who can play more can outgear them faster.
(End edit)
We are not going to get things like we have had in the past with this game. Times have changed and many people do not want to do the things we used to do. Just how it is.
For me, I'm using crafted gear to get into content and don't care about gearing up anymore. Glamour is the real endgame of FFXIV after all.
Last edited by Istaru; 10-25-2016 at 12:53 AM. Reason: Clarification
#GetSelliBack2018
Reading too much of the forums makes me very sad and apathetic.



You know, I kinda like this version. You are slowly turning into my favorite poster here on the general forums. I'm totally fine with having guaranteed useful loot via tomestones. Although I'm getting bored of Allagans so naming the tokens dunno mhachi scrolls of something would be and improvement. So I am against doing away with tokens.
But balancing actual drops in a way to make them as useful as tomestones is a great idea. It shouldn't be that hard to implement anyway because you are doing the same dungeons anyway. It is essentially wider horizontal progression without the need to create more content for a single dungeon tier.
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