Quote Originally Posted by KisaiTenshi View Post
This sounds like it was taken from another game where it doesn't work, also see the original relic quest where you had to collect 75 alexandrite, 12 atmas, 8 books with like 30 some odd fights/dungeons to do each.

Like what I want is there to stop being "5 new sets of gear" per expansion that are largely thrown away in favor of the tomes/raid gear. Like how many people used the relic armor? (the only armor that has a logical class lock)

What I would like is that they flatten the gear creep. Instead of 5 new sets of disposable gear for the expansion and another 7 for the raids, only put out one new gear set for the expansion and one for each raid set. Let Square-Enix make these gear sets have individual identities like the relic gear instead of being grouped into 5 job roles.

Then ripping a page out of the original relic quests, make the pieces of gear have an EXP curve on them. Fighting with each piece of gear adds experience to them like the "spiritbond" and then it gains additional ilevel ranks, and getting the glowing/sparkles effects when they have maxed out. None of this hunting down easy trash mobs, simply using the gear to fight equal-or-higher mobs is enough. Experience is only gained on the gear if you do expert dungeons or raids at synced.
I don't like how each patch we throw our gear.. if every expansion I think it is fair..

why not just experiment some kind of gearing system that could implement replayability? i think that would be awesome..

I think each major patch their should be item level increase but not every patch.. I think it is silly and lazy