Quote Originally Posted by Mostly_Raxus View Post
i think the games loot rules are garbage but for completely different reasons, its great that we can be all classes on one toon, but sucks when you realize you get all of like 8 chances at loot from savage per week divided among 8 players, and in alot of cases thats not a static 8 players but random pugs, so on average you are looking at 1 piece of loot per week for 19 classes that need 11 pieces each...
savage just seems like the ultimate waste of time for no reward, the devs basically promote skipping it and just waiting till you get equal gear free from tombstones at the end of the xpac.
I agree. I'm also torn that gear and strength is kinda fun to accumulate and it's the traditional thing incentivising players and yet there's fewer and fewer places to use that gear. Dungeons almost always have ilvl caps. Deep Dungeons and Exploratory Zones use their own gear values or progression. The battle content outside of those are pretty trivial and not fun for repeat players AND new players if they get gear though, too, because gear doesn't really impact the way you play at all. You just do the same buttons but less total, because the boss dies before they do anything interesting and you're even in less danger of dying.

So, not only is there basically nothing to do with your rewards but grind FATEs, the current expert and Savages but faster, it also matters just enough that it's a restriction when you want to try a new job.

I feel like the system might be served better by either being more complex so that gear you acquire is more meaningful or even simpler so they can lean in to the job swapping feature.

On the simpler side, hell I'd be okay if there was just one piece of gear for every slot at every item level that all jobs can use, and then a weapon. The main reason people like new gear is glam, but they could just make new glams. The core gear would just adjust its relevant stats to whatever job you're on.