
Originally Posted by
Chardrizard
1. Not gonna comment on this, i doubt they are gonna do anything on this other than further balancing. My biggest fears when it comes to this system is that if in the future they add a job I really want to play like Samurai, I would be so very dissapointed if its just MRD with 5 new abilities, that would ruin the job a million times more than creating a pointless class just to turn it into SAM.
2. We have very strong U/U gear that is compareable to double/triple materia, crafted gear isn't strong because they are easy to come by (like your example Darksteel Haubergeon), however we also have very strong crafted gear that is hard to come by, ex. the classes weapon are as strong as primals and it's meld-able. So, it looked pretty balance here. XI solved this by having parts of the crafted gear be hard to come by (Damascus Ingot forthe Haubergeon) and I'd like to see that in FFXIV, as for the new Darksteel based items, they're an attempt to make classes relevant again and can't be used for JOBs and when that didn't work they added them to relic quest. as for materia, a slot system would be much better than blind luck. (Relying completely on luck kills my drive)
3. You can beat Garuda fine in 30mins, getting 1 shotted by AB wasn't because you don't have enough BLMs, because whoever are doing the plumes/minions are doing terrible job at it. If they are all clear every cycle, it will take at least 6-7 jumps for Garuda to bring down pillars herself. Ah well I guess we didn't have enough AoE power to shoot down the plumes before they brought down the pillars, which is in itself an issue... too much reliance on crowd control in our content.
This is where nothing should change, content shouldnt be balanced around bad players. They can have repeatable easy mode garuda for all i care without garuda loot, but no way in the hell hard-mode should be balanced towards them. It should be balanced in a sense that you don't NEED cookie cutter setups to succeed, even if I don't have a single class in the run capable of oneshotting the plumes the party should still be able to win if they know when to hide behind the pillars and understand how the fight works. What I'm trying to get at here is that content should be balanced enough that WAR MNK DRG BRD would be just as effective as BLM BLM BLM BLM.
4. I agree not everything have to be speedrun, however they are moving towards endurance fight (example Hamlet, where people purposely prolonging fight to get as much score) so they are trying different method for loot rules, but speedrun can stay in one or the other content because they do test your party sync, gear check, and efficiency skill in general. Speedruns are unnecessary you can measure your sync/gear/teamwork with optional bosses, extra areas in the dungeons or harder difficulty setting, not by how much mobs can you skip on your way to boss.
5. I also agree not everything should be RNG, maybe 1-2 loot at most per content, however not everything should be tokenized either, it gets very tedious when you have to grind for EVERY SINGLE content. They both can co-exist, it just up to SE to decide which gets RNG which gets tokenized. Luck should only work in your favor, just like Garuda battle, you get a token guarnteed and you get s weapon if you're lucky, not work against you like Ifrit where only if you get lucky do you get anything. they can make it work for Darklight since you'll be doing 100 runs anyway amarite?