This game advertised on the fact you can multi role on a single character. And during the healers drought YoshiP literally said go play healer. And we went with what gear.
By making all raid accessories BiS. And only need to fill it with a Tomestone Ring.
People already just find the highest iLvl piece with crit dt det and jam more of it. This literally changes nothing.
Last edited by Elizasylen; 10-22-2022 at 12:48 AM.
Both cases would not solve the problem. People who are good at the endgame would spend the first few weeks gearing up, and wouldn't go back for the first fight because there would be no point, leaving behind the unlucky who couldn't clear or acquire the accessories in the first few weeks.
People who have cleared early get their loot in statics and "Duty Complete" PFs. They already have no relevancy to those who are still progressing. And the fights still get cleared. This is a non-argument.Both cases would not solve the problem. People who are good at the endgame would spend the first few weeks gearing up, and wouldn't go back for the first fight because there would be no point, leaving behind the unlucky who couldn't clear or acquire the accessories in the first few weeks.
Just compare the amount of open PFs for the first fight at the beginning of the patch, and at the end of the patch. The first few fights are much more popular in the beginning when everyone needs loot, and less popular when no one else does. Now imagine if it was only necessary to pick up the accessories once, this curve would be seen much sooner.
I thought it rewarded those who stayed subbed every week for it? Not really to express dedication to one's favourite class. Plus, not everyone who raids is on their favourite class anyway, some take on other jobs and roles out of necessity.
So, it "works" in that it reduces any expectation to play multiple jobs by restricting one's ability to do so... in a game that presents as an iconic feature the ability to play all jobs on one character.
...Hrmm.
Time-gating, moreover, has only ever been relevant to one's first/progression job, and only when that gear comes from rewards that are gated by time (weekly currency, weekly lockouts). Everything beyond that isn't time-gated, but merely grind-gated. You are solely asking for multi-jobbing to be as locked behind grinds as possible despite the gear in question, mere accessories, typically sharing the very same appearances that being able to use any accessory on any job would actually allow for greater stat choice and thereby differentiation. It would even increase the value of running such content for single-job-players.
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