While true, I know a lot of people who have many jobs at cap and lack the gil to get multiple sets of current crafted gear, so who do actually use the gear from whatever the current endgame dungeon is.
I know people with multiple level 90 jobs who don't even have 1 million gil. (I don't understand how, considering gil basically falls from the sky in this game, but they do exist.) Right now, the HQ crafted Classical gear on my server goes for between, I'd say, 240k and about 300k per set. Which is super cheap by the standards of gear for those first few days when a new tier lands, but if it represents a third of your total available gil, it's still going to be a sobering cost. And let's say you have GNB, SCH(/SMN), SAM, and RPR at 90... that's potentially five different sets of gear.
Gear from the current endgame dungeon is hardly the ideal method, as you note, or the most efficient. But it is something which nonetheless is relevant for some people... and as a game designer, you cannot rely on assumptions about the player crafting market. You need to have a viable -- even if less-optimal -- alternate path for someone to gear up.



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