It'd completely invalidate crafted gear. Why bother with gathering mats/spending gil on mats/spending gil on the finished product, when you can just spam Alphascape for gear with the same iLvl?
It'd completely invalidate crafted gear. Why bother with gathering mats/spending gil on mats/spending gil on the finished product, when you can just spam Alphascape for gear with the same iLvl?
on the oppisite its silly, i may just make all the crafted set and done, i for myself dont even know what to get with the tokken... at least let the gear be on par with the tome gear OR let us upgrade it...
Because there's zero effort involved in buying crafted gear and you could have it all in one day.
You still have to outroll others and everyone would be rolling on EVERYTHING.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
I find I actually come away with something more often when there is a loot lock. Or maybe I’m just imagining it. I feel like on older raids I would usually come away with nothing, and I figured it was because one or two people can win multiple pieces, leaving most people with nothing. I know rarely I’ve been the one to win 2-3 pieces, and it wasn’t because people weren’t rolling for it. So given that, I prefer to have the lock for new stuff so I can I don’t have to spam the things a zillion times just to get gear for my main job.
Last edited by Tempest222; 10-16-2018 at 06:59 AM.
Looking at your signature, I'm sure there's zero effort involved for you.
The average player doesn't have all crafters/gatherers at 70, let alone have the gear to craft everything on day one of a patch.
Currently, the player has the option to go with a gearing method that gets them a set of gear over the course of a month, or dropping gil to speed up the process and obtaining full i380 in the first week.
Remove the loot lockout, and they'll just be spamming Alphascape for the first week to get to full i380, removing the advantage that crafted gear has.
im all for the weekly loot restriction, but just to drive home how borked the current system is my friend ran o12 literally like 50 times this week, the only way she finally won something is cause NOBODY ELSE ROLLED ON IT
at least if there was a 1/week guaranteed drop like the crystalloids work it means you could run it till it stops being fun and leave with the fallback that eventually you can buy the part you want, similar to the 99 totem mount fallback (but dont put the prices at 99, more like 2-4), instead of feeling like youre forced to run it past the point you absolutely hate and never want to run it again because rng is being a dick
Why would i get the gear from alphascape if the crafted gear is better? Sure i could do that for classes i don't play often but for the ones i play crafted gear is way easier to get.
To this day I've only ever ran O11N once and that was on release night. Within the week I made myself a full crafted set for both tank and dps (healer is working on tome). I even bought the O11N music, eScape, just so I wouldn't have to bother with running it anymore. It's why I keep up to date with crafting. I'd rather make my own gear than play with RNG.
I have absolutely no reason to run 9, 10, or 11 now.
I actually prefer it with the weekly restrictions in place (or at least the 1-piece-per-run part), because then your odds improve with each piece that gets taken, and better yet for the less desired pieces (as opposed to no restrictions and everyone just rolls on everything ‘because’).
Also, tomestones are the 'fall-back'... i.e. I don't know why everyone only wants the shafts, just buy the tomestone chest piece in week 2 guaranteed! (which then lets you get the hands in week 1, and legs in week 3).
That said, if they were to implement a token type system:
- Each encounter (e.g. O9, O10, 011, O12) should give you a token (for that encounter) ONLY if you haven’t gotten a loot drop from it for the week.
- 10 tokens should then be tradable for an item from the respective encounter (e.g. O9 tokens = bolt, chain, pedal), and that item should count as your weekly loot drop for that encounter.
This way no one has to run a single encounter more than 10 times per week (which seems fair to me), but you can't progress any faster by 'farming’*, at least not until the weekly restrictions are removed (at which point you could get 1 extra item per 10 runs that you didn’t get a drop from, which again, seems fair to me)
* At best you could ‘skip’ an encounter for the week if you had saved up 10 tokens, but doing so would have required you to continue doing the encounter (without getting a drop) in previous weeks, so you’ve already done more runs than was required.
Last edited by Acidblood; 10-16-2018 at 10:09 AM.
That'll depend on which stats are preferred by each job, and the player's willingness of going through the complete "joy" of the overmelding system.
Easier to get if you have Gil, crafters leveled (and geared) or have geared crafter friends.Originally Posted by Ilan
Sure i could do that for classes i don't play often but for the ones i play crafted gear is way easier to get.
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