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  1. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,830
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    A lot I'd like to comment on, but limited time, so I'll edit in more as I get a chance.

    Quote Originally Posted by Kaliesto View Post
    9) Finally the Tomestones & gear associated with it
    I don't think there's an issue with limiting how much maximum stat increase one can get per week following a new season (Savage tier).

    While yes, one is pretty well guaranteed to pass most Savage fights as long as they just do mechanics, I'm not convinced that's a good thing, let alone one we want to cement from here-out (or risk being told to degen farm 6k tomestones before stepping foot in Savage because, after all, this is the community that is willing to bar jobs just because they 3% less rDPS than the best-in-role). I would much rather that healing and dps checks actually were a bit more significant than just "If you met all the body checks, you'll win."

    My only issue with it is that it forced seasonal specialization towards a single gear class despite that (A) a gear class can hold anywhere from 1 job (Scouting) to 4 jobs (Fending/Healing) and (B) being forced to specialize regardless of the time one is willing to spend in multi-jobbing largely contradicts the whole "all jobs on one character" appeal of the game.

    That said, if capped tomestones purchases additionally unlocked that piece's whole slot to then be purchasable via uncapped tomes on/for your other jobs/gear classes (i.e., buy a Tomestone Chestpiece of Fending with weekly tomes and you can then buy the Healing, Casting, Maiming, Aiming, Striking, and Scouting chestpieces with uncapped tomes), I'd be fine with the capped tomestones as a system.

    That said, I still wouldn't be a fan of their content loops. Expert Roulette and Hunts feel far too dominant in that regard. I'd much rather increase the weekly tomestone rewards of all else to reach nearer the reward-efficiency of Hunts and ExRoulette, and have excess weekly tomestones automatically convert into uncapped endgame tomestones (or even consolidate uncapped endgame tomestones with poetics and increase their combined cap to 9999 or so).

    Finally, I'd like to see weekly cap instead be more like season's cumulative acquisition cap, extended week by week (until hitting 9999), rather than a true weekly cap. Let those joining the Savage tier late or who miss a week actually catch up.



    In total:
    • Weekly tomestone cap extends over the course of the season from 450 to eventually 9999 (at which point it uncaps, on week 23). Players can catch up whenever. May be better called "Seasonal tomestones" now.
    • Weekly tome reward efficiency of other contents increased to near that of Expert Roulette and Hunts, and/or those two outliers tuned down slightly.
    • Poetics and endgame uncapped tomestones combined into a single type with a cap of 9999.
    • Seasonal tomestones (e.g., when already capped) convert automatically to uncapped tomestones.

    • Weekly tomestone purchases unlock the item's type to be purchasable with uncapped tomes. Buying a seasonal tomestone weapon on one job allows you to buy it with uncapped tomes for all other jobs. Weapons now simply unlock after week 4 or 7, rather than requiring tokens from Normal Raids' highest floor.
    • Savage acquisitions now allow you to pay an NPC with uncapped tomestones to reverse-engineer your acquired gear to make an item of the same slot for another job / gear class. (Basically same as above, but for Savage.)

    • Lower ilvl ceilings on most content, to keep it from being quite such a joke.
    • Greater tome rewards from and more immediate access to the likes Wandering Tails, perhaps through a new Adventuring Guide that combines that and weekly rotated/randomized Challenge Log entries, etc. The idea here is to vary the content we do as to reduce burn-out.
    • Minimum Item Level now increases drop chance proportionately to the expected increase in time to clear due to the losses to throughput from ilvl lost to sync. E.g., if you would lose some 30% of your stats' throughput from being synced down, it would be expected for the clear to take 43% longer (1/(1-.3)).
    (1)
    Last edited by Shurrikhan; 09-30-2023 at 12:42 PM.