



Then the people you are helping will need to learn how to do their job better, or learn how to execute their rotation while in combat. Your extra gear isn’t going to help if the 7 other members are scuffed. You’re not going to execute 15k DPS to make up for their lost DPS.it's a 8 peoples fight , just because i do my rotation perfectly doesn't mean the boss will die. In pf "clear party" you either die to the enrage or you kill it during the cast of the enrage , its super rare to kill the boss when people play perfectly without any death . That is why i will not go help people clear savage with a job who only have crafted gear only.
It’s because the majority of people who play this game don’t care about savage or ultimate and we are continually told this is a casual mmo, therefore, any tomes changes are most likely very low down the list, and the dev budget is more likely to be spent elsewhere. You bet that SE has a list of “content undertaken by the population and graded by percentage” and savage/ultimate is no doubt wayyyy down the list with Mogstation, glam, crafting and housing right at the top, because these activities pay the bills and create the profits, most likely.




Last edited by van_arn; 02-08-2022 at 02:28 PM.




My issue with raising the tome cap is it pushes a requirement to meet or you fall behind. Tome gear is a catch-up mechanic, not a primary means of gearing a character.It’s because the majority of people who play this game don’t care about savage or ultimate and we are continually told this is a casual mmo, therefore, any tomes changes are most likely very low down the list, and the dev budget is more likely to be spent elsewhere. You bet that SE has a list of “content undertaken by the population and graded by percentage” and savage/ultimate is no doubt wayyyy down the list with Mogstation, glam, crafting and housing right at the top, because these activities pay the bills and create the profits, most likely.
If people want to gear up as fast as possible (and let’s face it, any speed other than “right now” is going to be too slow for some,) then crafted gear really is the best starting point for the game as a whole, followed by extreme and savage drops to start filling things out.
Heck, past the first few weeks the crafted gear crashes in price so even that has its own built-in catchup mechanic.
Yup, I can see that.My issue with raising the tome cap is it pushes a requirement to meet or you fall behind. Tome gear is a catch-up mechanic, not a primary means of gearing a character.
If people want to gear up as fast as possible (and let’s face it, any speed other than “right now” is going to be too slow for some,) then crafted gear really is the best starting point for the game as a whole, followed by extreme and savage drops to start filling things out.
Heck, past the first few weeks the crafted gear crashes in price so even that has its own built-in catchup mechanic.
They could in theory make the cap slightly bigger and separate for alt jobs? So you can’t massively go ahead on your main job but at the same time you could get the cap separately on alt jobs?
even tho they say and allow you to play every job on one character they only really want you to play one job and gear up the one job "easier". everything else should from the devs to you be a pain in the butt to gear out as well to the same extent as your primary.




I do like the idea of the “armory bonus but for tomestones,” but I’m not sure how I’d like to see it implemented. I don’t think I’ve ever seen adjustable prices in the game; maybe a partial refund based on how many tome items you own of a given slot?
maybe just turn it into "half price once you own a same slot item of the same or higher itemlevel" ?
not that i think they'd ever do that, but that would actually be one way to solve it. and yes this would mean that getting raid gear also would make tome gear cheaper, but realistically in a random group its every man for themselves anyways, randoms aren't gonna pass on loot just because its not BiS for their main or whatever so it wouldn't change anything there. in a static setting on the other hand it would 9/10 times still change nothing (you wouldn't give gear to someone just to cut down his tome prices if someone else actually needed the gear), if however you reached the point where literally no one really needs the gear piece in question anymore than this would actually add some additional value to loot that otherwise often feels mostly worthless to people.
they should add gear augments to tome vendors. 200/300 for accessories fluid, 400 for armor twine and 500 for weapon coating. there are lots of tweener kind of weeks with raiding where you can have like 200-400 left over weekly tomes but the week before, that week itself, and the next week you just continue to roll low on upgrades. this could help gear progging a bit without excessively boosting every character to ilvl cap.
Last edited by smol_cofe; 02-08-2022 at 07:02 AM.
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