Adjust weekly gear and tome limits from per player to per role. (2024)

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  • 08-02-2024, 03:50 AM

    Draminicus

    Adjust weekly gear and tome limits from per player to per role.

    Arr launched with I believe 10 available jobs at max level, and we are now up to ...21?

    Why are we still only permitted to fully gear one of them at a time?

    If you are after savage content, once you choose that first piece of gear you are more or less locked into that specific class. "Grabbed that striking gear for your monk? well, you can swap to samurai if you want. Oh! there was a change in the lineup of your static, and your tank had to drop. you can swap to tank if you want, but you're starting over."

    I have to rely on pugs for ex / savage. In general I can fill whatever role to assist in finding a group. Why can I only gear one? While restrictions need to be in place to prevent some people from getting all the gear in the first week or 2 then saying "we have no content" Could we at least adjust limits to be, "per major role" over "per character". It would allow greater flexibility among the community in all battle content, as well as actively encouraging players to try new roles. Would have side effect of people understanding the mechanics of other classes better, providing better party cohesion.

    Quick example, When I started tanking, I honestly thought I was helping by using all my mit at once, thinking "I basically take no damage for about 10 seconds or so allowing healer to dps / top off rest of party." After leveling a healer I realized how stupid that actually is.

    It would not inherently allow one player to out gear another at a faster pace. If weekly acquisitions are locked to a role instead of a character. If someone doesn't tank, but heal and dps only. They don't get extra tomes to spend on dps / healer gear, and if they're not tanking they're not going to miss tank gear. It would however allow someone to flex what role they are bringing to content, and be geared better for it.

    I say just add 3 variants of the weekly loots.

    We are currently on Heliometry tomes, so go Heliometry T, Heliometry D, Heliometry H. Tank gear needs t, healer need h, and dps need D. Each variant has a weekly cap of 450, and the variant your earn is based on your current role when you earn them. Running expert for the day and took a healer? enjoy your Heliometry H tomes. Capped your Heliometry H tomes for the week, great! Now swap to Tank or dps and continue to get real progression on another role.

    Alliance raids: You claimed your healer piece this week, and can not roll on this, but you can greed that tank piece.

    Normal raids: You roll as normal, but it changes the piece to d h or t variant when you pick it up locking it to that role. You can get each variant once per week.

    Savage: Books can work that same way, it locks the book variant to your current role allowing 1 per role per week, and chests can be 1 per 4 fresh roles of the week instead of per 4 fresh players.

    It would still limit the progression speed of a single role, yet allowing players greater freedom to play more classes instead of feeling "Stuck" with one.

  • Just remove all restrictions and let players go full degen and farm everything in a few days if they want. Who are you, their parents? "Only one more dungeon then you have to play outside"
  • 08-02-2024, 06:41 AM

    Mooserocka33

    Honestly for once good points on here, Instead of things too hard this makes sense I do not see why not just do not give upgrades obtained in savage until the 24 man. Everything else should have no limits.
  • 08-03-2024, 01:07 PM

    Zolvolt

    Quote:

    Originally Posted by dwodmots

    Just remove all restrictions and let players go full degen and farm everything in a few days if they want. Who are you, their parents? "Only one more dungeon then you have to play outside"

    no this would be awful. I'd rather the final boss just drop additional books or something.
  • 08-03-2024, 04:16 PM

    Naryoril

    A problem with this is that it would make it impossible to e.g. collect tomestones for your dps using your healer or tank to avoid queues.

    Also, as sad as it is, it would be a bad change for them from a business perspective, since there probably would be a lot of people who cancelled/suspended their sub sooner.

  • 08-03-2024, 05:25 PM

    Kuroka

    Quote:

    Originally Posted by Naryoril

    A problem with this is that it would make it impossible to e.g. collect tomestones for your dps using your healer or tank to avoid queues.

    Also, as sad as it is, it would be a bad change for them from a business perspective, since there probably would be a lot of people who cancelled/suspended their sub sooner.

    Why? just add an tome exchange but the cap still goes to the dps as well then.
  • 08-03-2024, 06:39 PM

    Exani

    I think the tome cap is fine, but I completely agree that the raid gear cap should be changed. People raid with different jobs just like people raid with alts with another class in other MMOs, except with alts the cap is per character so everything works out nice. The gear cap should be per job for weapon and per role/shared gear for everything else.

    There has to be some cap or else the crafted gear would lose most of its value, unless they also changed the crafted gear in some way.

  • 08-03-2024, 07:10 PM

    Zumi

    You can get around gear lockouts by leveling up an alt.
  • 08-04-2024, 02:43 AM

    Jojoya

    Initial endgame gear roles in ARR:
    Tank (PLD, WAR)
    Maiming (DRG)
    Striking (NIN, MNK)
    Aiming (BRD)
    Casting (BLM, SMN)
    Healing (WHM, SCH)Current endgame gear roles in Dawntrail:
    Tank (PLD, WAR, GNB, DRK)
    Maiming (DRG, RPR)
    Striking (MNK, SAM)
    Scouting (NIN, VPR)
    Aiming (BRD, DNC, MCH)
    Casting (BLM, SMN, RDM, PCT)
    Healing (WHM, SCH, AST, SGE)

    Despite all the new jobs added since, we've only had 1 change in role gear - the addition of Scouting.

    While it's true there's a lot more weapons to collect, I doubt most players are using the top tier endgame tomestones to acquire all their weapons since that would also require completing the final raid boss of each tier weekly (unless they're also doing Savage). They're mostly getting their weapons from other sources, such as the relic quest once released.

    You're going to have a hard time convincing the developers to make a change when they're basically giving away the only job specific gear for free and the number of roles sets has only increased by one with players not expected to play every role.

  • 08-08-2024, 06:52 AM

    Banggugyangu

    Quote:

    Originally Posted by Jojoya

    Initial endgame gear roles in ARR:

    Tank (PLD, WAR)
    Maiming (DRG)
    Striking (NIN, MNK)
    Aiming (BRD)
    Casting (BLM, SMN)
    Healing (WHM, SCH)

    Current endgame gear roles in Dawntrail:

    Tank (PLD, WAR, GNB, DRK)
    Maiming (DRG, RPR)
    Striking (MNK, SAM)
    Scouting (NIN, VPR)
    Aiming (BRD, DNC, MCH)
    Casting (BLM, SMN, RDM, PCT)
    Healing (WHM, SCH, AST, SGE)

    Despite all the new jobs added since, we've only had 1 change in role gear - the addition of Scouting.

    While it's true there's a lot more weapons to collect, I doubt most players are using the top tier endgame tomestones to acquire all their weapons since that would also require completing the final raid boss of each tier weekly (unless they're also doing Savage). They're mostly getting their weapons from other sources, such as the relic quest once released.

    You're going to have a hard time convincing the developers to make a change when they're basically giving away the only job specific gear for free and the number of roles sets has only increased by one with players not expected to play every role.

    I agree with this, but I do think that it would be a welcome change to adjust the method of obtaining the tomestone weapons. Perhaps a "Specialized Tomestone of ______" that can only be obtained once reaching the cap for that week which can only be used in place or alongside the regular tomestones specifically for weapon purchase? Or even perhaps just making it take half regular tomestones and half "specialized" tomestones from what the current cost is, requiring a bit of post-cap farming each week, but otherwise only serving to make it feasible to get weapons for more than one job. I don't think the raid tomestone needs to change at all, as that pushes the player to either grinding out 7 weeks of the final normal fight or do savage. Typically I'm drowning in the raid tomestones, but unable to buy weapons because of the capped tomestone.

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Adjust weekly gear and tome limits from per player to per role. (2024)

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