Can we also try, generally speaking, to put relevant titles on threads?
The title is where you should put the core point of your post, so people know what the discussion is about. Not a meaningless first-half of a sentence. .
Can we also try, generally speaking, to put relevant titles on threads?
The title is where you should put the core point of your post, so people know what the discussion is about. Not a meaningless first-half of a sentence. .
Weekly tome caps are a necessary evil. Also as of right now there is many ways to gear a character. Its is not SE's fault if you refuse to even try all avenues.
Right now, yes, there are multiple ways to gear. In 5.0, there will not be. Part of the problem is how they stagger the release of content. If we had multiple gearing options up front, it wouldn't be so bad.
Near 0 without a drastic overhaul. They would have to increase savage drop rate (and probably difficulty as well, as being able to gear in current stat full tome first week would drastically reduce the difficulty), normal raid gear (pretty much dead on the day it is released except weapon token) and the 24 man raid catch up stuff at current rates would be DOA except glam or go into heavy rng territory. I mean I guess they could buff the 24 man raid gear by 5 ilvls, but then it gets pretty close to upgraded tome gear and savage gear. /shrug.
The only thing they might see as reasonable is having a per role cap instead of just one cap, but they do sell a plan with more character slots so...probably not that either. They would have to change the way you purchase things so you don't pool them, too.
Last edited by Vaer; 03-08-2019 at 02:14 PM.
Isnt this already given in a way?
We were able to farm the Ala Mhigan gear with tomes during 4.0 release and were able to upgrade them with hunt seals/books while we had Susanno to farm his weapon and Lakshmi to get accessories.
Dont think we need to uncap tomestones just to have more ilevel, unless you are speedfarming/raiding it wont matter anyway, or?
I like the gear progression of a weekly cap.
- Limits the amount of strength a player can acquire quickly, making the raid tiers more difficult in the beginning and slowly easier over time due to the gear involved.
- Also creates less RNG. I don't really want to go back to seeing a friend not get a raid weapon for three months while I literally looted it out of a chest (World of Warcraft) for doing a dungeon.
It's not like anyone really should need all that gear week 1 anyway.
Only thing I would like is a weekly rollover that extends the limit if you miss a week. But to uncap it provides reason for worse systems to come into play, devalues content early on, and can mess with the server(s) economy due to all the items you can buy with those tomes for crafting crafter/gatherer sets, FC-related items, etc...
'sides if you're new to 70 now and want a grind to get good gear, just do Eureka. :^)
Kinda tapped on this in another thread when you asked about Genesis weekly limits OP. Still don't get what the rush to gear up as there will be plenty of time to do it, and it's not really a big deal to get there immediately if you don't do much or any higher end content.
http://forum.square-enix.com/ffxiv/t...e-tome-caps-SE
While uncapped tomes might seem like a good idea from a personal standpoint, being able to grind out full sets of gear within a short period of time.
The game as a whole would likely suffer. Most notably, because a significant portion of the playerbase consists of fair-weather players. You know the ones, they log in only when there's new gear to grind out and once they max out their gear the unsub/just don't log in until the next round of gear gets added (Meanwhile, whining about how stale the game is and how there's so little content)
To which, uncapped gear grind will allow these players to advance to the point where they no longer are active in the game much faster. Thus reduce player interactions across the board (Fewer people running roulettes, raiding, crafting, buying stuff off the MB, farming trials etc) which is a net loss to anyone who participates in this content.
Of course, you could argue that catering to this type of player isn't worth it, given that MMO's thrive off subscription income as well as player loyalty... However, it happens that no small number of MMO players are this type of player, where their gameplay literally just consists of them hopping from gear upgrade to gear upgrade and unsubbing whenever there's no progression left for them.
It's just an inherent design with MMO's. People run content to obtain rewards. Once they have the rewards, they no longer see the reason to keep running content. Essentially, people aim to get BiS so they can have the best stats to unsub with >.>
If you uncap tomestones people will poopsock gear for all their classes in less than a week and then complain that there's no content to do, I guarantee you.
And they only have themselves to blame for it. Just like those that complain now that there is nothing to do because they refuse to play certain jobs or do specific content at all based on how its classified without even trying it.
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