All I know is, the current available fountains and sinks for DoW/DoM classes are not very sustainable.
Im a PLD tank in mostly AK gear, darklight belt, garuda weapon. Decided to do a Wanderer's Palace pug to try and get the darklight kite shield. Ended up with some new people in the group, and I suppose overall we did not have the "ideal" strat for the King. All in all, counting the 2 intentional speed run deaths, I think I died 7 or 8 times. Between those deaths and fighting mobs and bosses, my gear went from 100% to about 60%-65%. Right now I am looking at a 400 gil repair bill for almost every piece of gear, jewelry's a bit cheaper, so maybe 5-6k total.
Um, frankly I cant sustain that. I am down to 20k, and if a "inexperienced" run costs me 5k in repair bills... well, I have 4 dungeons left in me. Then I am pretty much forced to either farm lvl 45+4 leves, for barely 500 gil apiece, remember we get 6 per day, 3k < 5k... Or I have to farm either Wanderer's and hope for a good crafting component drop, and hope it sells... or hop on my gatherer and mindlessly farm shards to sell. At 20 gil apiece... thats going to be a LOT of shards, and a WHOLE LOT of time to get them.
The other downside is that the better my gear is, the bigger my repair bill. From what I have seen, higher end gear does not have much more "durability" than lower end stuff. Ilvl 70 Garuda's Gaze and Ilvl 55 green boots from Wanderer's break down at close to the same rate. but Garuda's costs a lot more to repair.
This means that the better my gear, the more each run, each death, each mob fight, will cost me... but my income is not increasing with better gear... just my repair bill. This is true for everyone in my FC. Some of us have been lucky in farming up relic crafting pieces and are making money hand-over-fist. Others are seeing their limited finances dwindling away, and are growing concerned about not being able to attend our "raid nights" in a week or 2 due to a lack of cash for repairs.
In short, something has to change. As was already stated, either the breakdown rate of higher lvl gear needs to decrease dramatically, or leves need to give ~5x as much cash. To the point that 1 leve is enough to cover one "less than perfect" dungeon run, so people confidently have a steady source of game sustaining income.
That, or do what RIFT did. Dying costs are based on level. Lvl 50 with lvl 45 job gear and lvl 50 with lvl 70-80 token gear take the same financial hit for dying.
Edit: One more option, which I believe would help not only the economy, but the community, would be to make chests in dungeons give allagan pieces to everyone in the party. So anytime someone opens a chest, the entire group gets 100-200-500-1000 gil worth of cash drops... 1000 being in lvl 50 dungeons, maybe 2000 for raids. This would prompt people to do dungeons, and level moreso with dungeons, rather than grinding fates, at least for financial reasons. Granted, this would likely also increase the number of speed runs in lvl 50 instances... but once everyone has done them 5-10 times, they will want to speed run anyway.


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