Most of times they are so small I dont even see them, so im curious.![]()
Most of times they are so small I dont even see them, so im curious.![]()
When they show up they're nice to add small accents and fill out a look.
The problem is so many pieces of glamour hide them by default. I only have a few necklaces and earrings because they're hidden so often and I have no ring or bracelet glamours because I always use gloves.
I would appreciate more options though, especially ones that glow or sparkle or otherwise stand out.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
Yes I care a lot. I think earrings in general are disgusting. Well sometimes they are okay I think. And I don't like rings either. So I have to make them invisible asap.
The Glass Pumpkin Earring from Palace of the Dead glows.
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It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
100% of my glamours have the dodo earring.
Yes but actually no. I’ll try and find something that goes with the rest of the glamour but the stormblood change from all to role is an unnecessary hassle that I can’t really be bothered with. Given the failure of that change, the lack of reversion there seems like a pretty pathetic attempt to save face. Half the reason I bother is because they’re about as visible as shoes are on the average height races.
Not really bothered by the behemoth/animal hanging from ear ones though.
I don't use bracelets and rings much, but earrings and necklaces are nice where visible and I'll do my best to find something that matches the outfit, depending on the character. (Some of my characters wear earrings, some don't.)
How do you measure "failure" there? Sure it's annoying and I'd rather have the all-class jewellery back, but in what way would they think that it has failed?
It's a bit of a black box, but depending on how cynical you are, it was either a change to streamline things or to prevent tanks using strength accessories. Between the 4.0 tank accessory issue and having to store 5 identical necklaces if I want to glamour e.g the ronkan one on healer/tank/strdps/dexdps/caster it's been nothing but bother. Perhaps it's just to make things recommended gear suggests less stupid, but surely adjusting that would be less inconvenient? I don't think it even goes by ilvl anyway because my crafters/gatherers didn't autoequip the more recent gear in every slot.I don't use bracelets and rings much, but earrings and necklaces are nice where visible and I'll do my best to find something that matches the outfit, depending on the character. (Some of my characters wear earrings, some don't.)
How do you measure "failure" there? Sure it's annoying and I'd rather have the all-class jewellery back, but in what way would they think that it has failed?
Add to that the fact they immediately had to walk back the changes made to tank accessories, because when tanks looked at the 100% vit and 0% damage gear they went "nope!" and equipped HW dps accessories.It's a bit of a black box, but depending on how cynical you are, it was either a change to streamline things or to prevent tanks using strength accessories. Between the 4.0 tank accessory issue and having to store 5 identical necklaces if I want to glamour e.g the ronkan one on healer/tank/strdps/dexdps/caster it's been nothing but bother. Perhaps it's just to make things recommended gear suggests less stupid, but surely adjusting that would be less inconvenient? I don't think it even goes by ilvl anyway because my crafters/gatherers didn't autoequip the more recent gear in every slot.
Indifferent about rings and bracelets since they're covered up most of the time anyway, but I absolutely care about necklaces and earrings. Our character's necks are actually really jank and being able to somewhat hide this is quite helpful.
Last edited by Absurdity; 06-09-2023 at 07:20 PM.
I'm not quite sure of the logic for the gear recommender, but I think it's based on specific substats and possibly spiritbonding percentage rather than IL.It's a bit of a black box, but depending on how cynical you are, it was either a change to streamline things or to prevent tanks using strength accessories. Between the 4.0 tank accessory issue and having to store 5 identical necklaces if I want to glamour e.g the ronkan one on healer/tank/strdps/dexdps/caster it's been nothing but bother. Perhaps it's just to make things recommended gear suggests less stupid, but surely adjusting that would be less inconvenient? I don't think it even goes by ilvl anyway because my crafters/gatherers didn't autoequip the more recent gear in every slot.
Also, if the recommender could be fixed easily, I would have hoped they would have fixed it by now to stop confusing new players and putting sub-Lv50 tanks in DPS gear.
As for managing them, unless it's a unique-looking dungeon drop or something I'll use frequently, I find it easier to just buy pieces as needed rather than storing them in advance. The system is inconvenient but that seems the easiest way to work with it.
Much as glamour is the "true endgame", the devs regularly prioritise the other endgame's stats over glamour accessibility, locking things down to ensure they get equipped by the intended job rather than opening them up for flexibility. There's nothing in that which suggests inherent failure, just different priorities.
I don’t really see an issue with tanks having access to native dh rather than just through melding. It also gives melee dps the ability to opt out of mandatory skill speed if there’s some on both rings or whatever. If it really upsets the devs they could have a backend check that says something along the lines of “your gear currently has x mainstat in content balanced around x+y mainstat. Are you sure you wish to continue?” On the off chance some scholar equips only strength accessories to get bigger autos at the cost of literally everything else. Kind of sucks that it wouldn’t add a way to dodge piety as easily as tenacity but it is what it is.Much as glamour is the "true endgame", the devs regularly prioritise the other endgame's stats over glamour accessibility, locking things down to ensure they get equipped by the intended job rather than opening them up for flexibility. There's nothing in that which suggests inherent failure, just different priorities.
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