
Originally Posted by
galbsadi
The person I was replying to was talking about how it's 5 runs per level unless you have buffs to shorten such. I was pointing out that Armory alone basically turns that into 3. (Sorry if my point there got missed earlier.)
It should also be noted that the second point of Trust leveling is....being able to use Trusts outside of Holminster Switch. Don't level 'em, can't use 'em. So, theoretically speaking, let's pretend I was a new player who wasn't the altoholic I am...and I wanted to use trusts in, say, Mt. Gulg because I was terrified of player groups for whatever reason (maybe I couldn't Rubix cube very well, for example). On the first class, no problem, no big deal! Trusts are there. Now, let's say I wanted a round 2 (maybe to get better, maybe to level the one alt class I might have)...after I finished Shadowbringers. Tough luck, have to run every other dungeon lv71+ at least 12 times each just to try it. That's a bit much, I'd say.
I'm not saying it should necessarily be 1:1, but some concessions (maybe leveling all trusts instead of the 3 you choose that run, or maybe letting them get exp from mobs as well, or maybe giving them an 18h mission like squadrons had, etc.) would probably go a long way to improving the system.