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For upgrade items, I've had largely the same thoughts, but I dunno how I feel about making relics both BiS before expac-end and also releasing so soon after an ultimate. A decent amount of people like the personal achievement of clearing something un-nerfed / before gear obsoletes some of the difficulty (saw some of that in p8s when it got nerfed after a few weeks), and a decent amount of slower-prog groups don't clear an ult in a month or two, at which point having the relic would become expected + make the remaining checks a bit easier.
Role-based purchases is a decent idea, but I feel like it might be kind of a coding nightmare for SE to track multiple uses of a single resource. The way I always imagined would be something that checks your inventory, and just reduces tome prices for items which you have a matching ilvl/slot for already, so after you buy your main's earrings, you can buy half-price alt earrings or something.
Tome cap has been temporarily doubled
not even in the middle of the video, but full stop.
you're wrong, tomes are not the primary gearing system, especially for alt jobs.
this is the role of the crafted gear.
the limited tome gear, is for your main job, in case you're doing the savage and being unluck with gear rolls.
and that is way the cap is increased/removed at the end of the patch cycle
In terms of the tome gear, I think a simpler solution (from the devs side anyways) would be to gradually raise the weekly cap during the patch cycle. For example, 7.2 launches, a new set of tomes is introduced and capped at 450 per week as usual. Then at 7.25, raise it to 600 per week, 7.28 raise it to 750 per week, then at the start of the 7.3 "catch up" patch it's set to 900 where it can stay until 7.4 introduces a new tome, then the cycle repeats. This way you can gradually increase the speed at which you can gear alt jobs while still keeping the initial gearing cycle for your main about the same.
I've also long held the relic starts too late. This really hurts player retention in the earlier patches as anyone who's not raiding has little reason to show up.
Gear fix for xiv is simple…
All gear should upgrade to savage through various means, so by the end of a tier, you have 3 variations of each item slot.
Take glove slot for example.
Right now, tanks have crit+tenacity as their bis from savage. But the 650 gloves from alliance raid has crit+det.
Now in patch 6.4 you can get 640 crafted gear, 650 tome gear and 660 from raid.
In patch 6.5 you can upgrade crafted to 650, and gain access to alliance raid 650 gear and 660 tome upgrades.
In 6.55 you should be able to upgrade crafted and alliance to 660.
Alliance raid should also have extra accessories added to the vendor list for coins.
By the time you get to the odd x.x5 patch, nobody cares about savage. Nobody gives a shit that casual players have access to free 660 gear.
The more gear sources you have, the more content people will participate in. Having 4 sources of 660 gear at the end of a tier gives poeople a reason to keep doing content.
If you give me the option to ditch my crit/ten gloves for a crit+det version of 660 ally raid gear, id immediately go farm it out.
I like. it would definitely be an imporvement. I would need to watch the other content creator's videos to compare and take what would be the best of them.
The endwalker relics were completely useless this expansion not just because they came too late for savage, but they were so easy to get when they are available thats theres no sense of rarity, everyones is walking around with these things like they're the latest happy meal toys.
I think one thing is still needed
"Accesiability and variation"
Criterion Dungeon stuff is nice to get new drops, but.. I rather have it there are multiplue ways to get new gear that all look different.
Imagine getting something the equivalant of Savage Gear, but insted of just grinding savage constantly to get drops you can only get once.
Have some other ways to get the drops you cannot get in savage. Eventually.. the dedicated people will get every savage equivalant anyway.
Alliance Raid gear could be one, another dungeon one can be one, deep dungeon maybe of that patch? More ways of getting Savage level stuff without dedicating weeks to savage raiding.
Regarding the tome cap, I think they should just raise the cap earlier in the patch cycle. If each savage tier is relevant for 8 months, raise the cap at least halfway through. Perhaps not ideal but it's the simplest solution I can think of
i am devastated that you think googly eyes percentage won't be a thing in the future
I agree that we get relic weapon far too late for it to be relevant
Great video!!
Remove normal raid gear from normal raids, replace it with tome gear and keep the same loot system for it. Use the tomestone currency only for upgrading it
As someone who has mostly played story content so far this may as well be in a foreign language to me lol.
but i waaant goooggly eye percent!
For me there is a lot of good ideas, but the ending where you explained how it would go seemed way way to complicated for the average player to care let alone utilize. I don't raid but I have done a fair share of content and legit have worried about like….2-3 times in total. and it was more about my friends gear than myself. Personally I don't think relics or alliance gear should be used to become BiS as that incentivizes the groups that usually don't need it to go after it more when thats meant more for casual catch up not savage catch up. The alliance gear alone is more than enough to get you through the patch cycle and then some of the next. The relic honestly could be stripped of its stats entirely to me as I go more for the prestige of it like I assume ultimate raiders go for the fun and prestige of clearing something hard not getting good gear.
My best thoughts as a non raider is as follows. Fix the savage gearing system. Add criterion as another way to gear up even more as its roughly equivalent in difficulty. Then after that on the off patch as people say unlock all the drops and tome cap period for everyone who actually cares to get better gear to obtain it faster. Extremes you could throw in somewhere too sure I guess. Everything else is meant to be chiller so I say leave it alone personally. Lest why not make dungeon gear possible to BiS is my thought at that point.
i actually like the 450/w cap… it seems well balanced except at the every end of the expansion's patch cycle where it would get in the way of the small amount of players that have actually lvled everything to max. but once the new expansion starts, they could theoretically just grab crafted or dungeon gear for those jobs. so it's not as much of an issue as one might think.
i do like the idea of allowing for upgraded to the alliance raid gear. if at the cost of it being dyable till you do augment it.
Here's my idea:
1. Remove the lockout, completely. Nuke it from the game. Not only is it an anti-social feature that limits who you can raid with, there are 19 combat jobs in the game and unless you have alts you're not going to be able to play more than 1-2 in savage till you've already cleared the tier.
2. Remove the tome cap, completely. Again, the 19 jobs should provide enough time-gating for SE.
Lets be real, the only reason the time-gating exists is because SE is scared you'll pause your subscription earlier/more often.
What it really does is hurt raiding.
I definitely agree with all of your points!
For the role lockout we could do this: capped tomestones are used to purchase tokens (like the weapon tokens). Gear takes 1 or 2 tokens. These tokens are tied to roles and are what get locked out faster. With this we can simply unlock the tomestones altogether and even add a new way to spend them now that theyâre uncapped.
Item level between tiers needs addressing. The new gear each patch should be equivalent to, or even outpaced by the old BiS. That way grinding the older savage is a viable way to get raid-ready gear and keeps older tiers alive past for glam or completionistâs sake.
Bozja also had a large variety of gear, though I imagine those would be the equivalent for relic gear in your scenario, or it could be a separate gear track entirely!
Iâll steal someone elseâs suggestion and say that bicolor gemstones should be able to contribute! Either let them purchase upgrade pieces, or perhaps even right side gear?! And allow hunt currency to purchase upgrades sooner, like on the odd patches.
:LOOP: :looking:
They should also add in a system to convert fully upgraded zodiac relics to fishing poles that can catch one unique fish just to mess with the fishers.
I feel like there should be rewards that make levelling and gearing yeasier the more Jobs you have leveled up to a certain point. Like, maybe a weekly tomestone cap and EXP gain increase across ALL Jobs for each one you've leveled 20 levels beyond the starting one
( Let's say you take DRK, which starts at 30 and you level it to 50. Now all your jobs get 0.25% EXP and the weekly cap is increased by 20. And the same stat stacks for every Job you do this for. Now, obviously, this isn't a perfect solution, but it could work in the longterm with some tweaks)
Something to make doing alt jobs a little easier over time instead of punishing yourself
I would personally like to see an implementation of a weekly guaranteed savage piece of gear, and guaranteed upgrade item, for clearing each week. Same way they do normal raid and alliance, where you roll on what you want, but once you get an item, you're locked for gear for the week
However, I want this alongside a change so your completion status for the week doesn't affect others loot. None of this 1 chest, half chest, no chest stuff.
I think this would allow for a much more robust raiding scene. You can keep raiding, even if you got your weekly gear. You might need to clear multiple times, just to get the gear you want. Overall, I think it would add life to savage, and help the scene overall