Am I the only one who's noticed that old 60 hunts are much better than the new 70s for grinding seals? You can solo old A ranks for 40 seals and the old hunt marks die in about 2-3 hits and give the same amount of seals as the 70 marks.
Am I the only one who's noticed that old 60 hunts are much better than the new 70s for grinding seals? You can solo old A ranks for 40 seals and the old hunt marks die in about 2-3 hits and give the same amount of seals as the 70 marks.
Sounds dumb to me to complain about letting ones upgrade there 330 gear to 340 from hunts. When hear in 4.1 you will be able to craft ilvl 340 gear. Sounds pointless to me.
I know this is meant to be a troll thread however..
I am going to play the devil's advocate here, even as a raider I thought it was a bit silly when they decided to gate upgraded tomestone gear behind raids.
It would be like putting relic upgrade items in raids as well. Seems like it's a bit silly - why have the upgrades at all if you are going to gate them in content that already drops i340 pieces?
Tomestone gear is meant to be the "casual" gear that people can just grind for every week..
Raid gear is meant to be for those who want faster progression and min/max their jobs or stat-stack.
That's the way I have always seen it. Don't get me wrong, I am not saying they should change it - just saying that I think it's a little pointless.
Further on this for those that do actually raid, it only further encourages the restrictive "static raid group" concept in this game which is very limiting - this is because casual raiders like myself, that rely on PF have to constantly compete with 7 other people and you just have to get lucky to get it.
In a static, there is a lot more control over who gets the upgrade items and you can simply take it in turns..
To combat this, they could simply include the once per week rule (similar to 24-man raids) on upgrade items. But that would speed up progression too much and they won't have this - because they seem stuck in the mentality of gating people with progression by weekly caps and lockouts..
I would actually prefer that there's some gating so we don't all end up in the exact same gear everywhere.
Something like:No stat differences, just model difference. You see who the raiders are, and that gives them recognition for completing the top-tier content. Us casual losers can walk around in our dungeon gear model but still perform on the same level. I'd be perfectly fine with that.
- Raider get Omega 320 -> Creation 330 with vendor only unlocked after clearing Normal Omega -> Omega Savage 340 or Augmented Creation 340 with token only dropped in Savage
- Non-raider get Verity 310 -> Dungeon 300 augmented with Verity to 320 -> Augmented Dungeon 320 further augmented with Creation to 340
Although this does risk having static parties demanding members to farm augmented dungeon gear before raiding, but it would be the same situation as now anyway, with people expecting everyone to always cap Creation every single week or you're a lazy ass looking to get carried.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
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