Going in the direction of the PvP rewards system might be something they could think about. A PvE savage XP reward system instead of having to get specific chest drops. Or the chest drops are just extras on top of it.
Going in the direction of the PvP rewards system might be something they could think about. A PvE savage XP reward system instead of having to get specific chest drops. Or the chest drops are just extras on top of it.
I agree but Coming at this as a Casual the way things are is way to slow Gear wise I have 3 out of the 18/ 21 Jobs at 610 ilvl and I'm going it's Nice I have a Ninja at ilvl 610 but So much a waste when the other Melee Jobs are going their own way Monk/Samuri Dragon/Reaper Ninja? Oh right Ninja doesn't share with anyone maybe Dancer, Bard on Rings and stuff but that's if it's being nice enough too. That isn't helping on Gear wise at all. I heard that the Producer wanted us to Get all our Jobs top Gear and all I could think was yeah see you in 7.0 There is no way I will be able to gear up fast enough and Please don't ask me to check the Broker (Dancer weapon $200,000 Plat, Bard weapon $187,000) is there a bank in the Game that I can Rob. It's been that way or high since 6.2 Release since the Crafters have there Sights set on High end Raiders only and everyone else well Good luck. Believe it or not there was a few days where the Gear was below $100,000 Plat then it went right back up but at least by 6.3 it'll be cheaper when it's more easier to get and not needed while everyone else be gear up to 630 or 640 ilvl. Believe it or not I am Trying but why does it have to take 4 Month to get to where thing are easier to get. I can understand 2 Months but 4 Months?
I'm not sure if this has been suggested before, but and idea that sprang to mind enough for me to come to the forums and actually make an account to spread is thus.
What if instead of receiving a piece of gear for a job when you purchase it with tomes / obtain it from books / drops, you instead received a character bound reward item that allowed you to purchase said slot of said gear for all jobs?
Say you roll and obtain a chest piece from savage, you then use the chest piece item and go to the vendor to claim a chest piece for all of the jobs.
I understand the issue then becomes people not wanting to do savage once they've obtained a full set of gear, but honestly if the game is supposed to support one player having every job, I don't see why this hasn't been the system we've been working with the whole time in the first place.
I'd just like to see sensible improvements to alt-friendliness and reduced currency bloat. That comes down to primarily two things:
- Allow anyone who's acquired a given slot piece of Savage / Week-stone gear to then buy that slot's Savage / WS gear with the uncapped tomestones on all other jobs.
- Simplify raid currency into a single item per tier and instead restrict what's available to be purchased via the floors' clear achievements.
First floor unlocks Accessories, Boots, and Coat. Second unlocks Gloves and Helm and Twine. Third unlocks Pants, Chestpiece, and Solvent. Fourth unlocks the Savage Weapon.
If someone wants to save up all the currency they won from clearing 1-3 to buy the weapon on week 2 for 8 clears' worth of raid tokens, so be it.
Loot can still drop directly as before; there's just no need for a ton of separate coffers or Pages 1-4 nonsense.
Complementary adjustments may include...
- Normal Raid and Alliance Raid can now also be upgraded. Moreover, you can directly upgrade via uncapped tomestones any piece of gear from the given tier (normal raid gear, weekly currency gear, or alliance raid gear) to the tier's max ilvl once you have completed the given Savage floor or acquired a tier-maximum-ilvl item by other means (using Hunts for Twine and then upgrading your chestpiece, etc.).
It is slightly cheaper to upgrade a WS or AR item than to buy a Savage piece directly, but considerably more expensive in total to buy the base WS item and then upgrade it than to buy the unlocked Savage piece. This works simply as a combination of bad luck protection and a way to more quickly reach BiS from mixed weekly/raid gearsets and to increase itemization choices.
Last edited by Shurrikhan; 10-25-2022 at 04:25 PM.

SE killed this game for me when they took Kaiten away from SAM and never gave a good reason as to why. The classes are the biggest problem I have with this game, if the classes were more fun or weren't so homogenized then I would care more about the gearing system. Till they (copium) revert SAM, I could care less. The rewards from Criterion dungeons are straight up garbage though, what a pathetic launch for one of their probably reoccurring pieces of content. Yes SE, please take everything I said to heart. Your team is spending more time on FF16 than the game that made you who you are.



I think a tome cap per role makes the most sense. I also think they could take the concept of "Job in need" bonus that they have in Duty Finder and apply it to PF, which either provides and extra drop roll exclusively for the people who fill those roles or an extra book / currency they can use to also purchase savage loot.
Boom, literally fix the job shortage in PF and make gearing slightly faster in one go.
If anything, it is the opposite - people will stay subbed longer if they can play alt jobs. It is week 9 right now, after playing my main role for 8 weeks I want to play other roles. But so many parties are locked to 615+ that I can't, so I'm just checking out instead.
Last tier, I kept playing but it was miserable, I had to play another 8 weeks before I had a weapon/chestpiece for one alt role I wanted to play, it was just really annoying how long it took, and even then I needed longer to get enough gear to have one tank/one healer/one DPS all fully geared. It wasn't fun, and by the time I had the BiS and could join BiS parties I didn't even wanna play anymore. That's why I told myself in the future to just give up on alt jobs and check out after week 8.
Of course, the crux will always be that gear is not as much "time gated" as much as "scheduled".
You could count in weeks, but you could also count in ... months. 8 months, the figurative lifespan of any raid tier.
You have three groups of players, passive casuals, active casuals and active raiders. I think it is fairly easy to assume that players are .. 1-3 jobs they like enough to "main". Gearing is not about collecting one source set only but mix and match anything that you can. Passive casuals are wearing something to the mix of dungeon gear and outdated tomestones, active casuals are in crafted gear mixed with current tomestones and active raiders are dressed in mix of current tomestone and raid rewards. Currently the numbers are somewhat like -600, 610-620 and 620-630.
I am a producer. My team cannot make a new savage raid for each patch AND create enough non-savage raid content at the same time. I need to do this even and odd patch shifting.
I know some people are attracted by gear rewards. Thus I cannot de-value the coming up odd number patch by just fulfilling any leftover gearing desire, thus even number patches cannot have easy gearing.
And that is why you cannot gear faster.
I know this is preaching to the choir somewhat, but I wanted to rant it out anyway.
We live in capitalism.
It has always been crappy feeling wanting to properly gear multiple jobs in a tier and knowing you simply cannot do so. For a game that encourages playing more than one job they do not allow you to do so at higher end and it sucks.
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. Believe it or not I am Trying but why does it have to take 4 Month to get to where thing are easier to get. I can understand 2 Months but 4 Months?





