RE: FFXIV Gear Needs to be Changed – But SE wants our Money as well



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24 thoughts on “RE: FFXIV Gear Needs to be Changed – But SE wants our Money as well”

  1. I dont play savage bc a static is just hard for me to do and as a result i take breaks from time to time jus bc of the slow tomestone gearing process…hopefully the criterian dungeons and other content coming is a good middle ground for gearing between savage and tome grinding

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  2. It’s really annoying that tanks and healers need 1 set to play 4 jobs with bis, but my ninja gear is good for 1 class(save accessories). And every other melee is good for 2.

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  3. Coming from WoW. I think FF gearing is not an issue. If you want bis you can actually get it easily within 1/2 months. In WoW you have months to maybe the whole tier, or worse yet you can't get your bis because it just won't drop and this is just for 1 character. In FF you can get bis for more than one easily compared to other games, and you don't have to open your wallet to get it too.

    Maybe I'm biased, but the simplicity of gearing in FF is fine cuz it allows you to gear multiple toons at once, or a few toons BIS in the span of a tier. I have to agree with others it is more a .01% issue and not for the majority of the player base. If you want to spend time gearing like this, might as well have more than 1 character. So you can get the multiple lockouts you want to gear up more than 1 toon.

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  4. every time i see someone talk about or mention SE wanting your money I cringe because I know a company named Blizzard and EA and so on and id give every cent i have to SE because they deserve it and arent trying to pull it from your pocket or use lame tactics or anything they appreciate your time the best glam and mount are in the game not in the shop and you get no advantage for your money at all

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  5. Another reason I feel like they should remove the weekly cap from Savage Raids by week 9 is because it HELPS the Party Finder scene. Having the gear be locked weekly punishes people who aren't in statics, so anyone who isn't in a static is incentivized to wait until the final patch of the raid tier (which only lasts for roughly 2-3 months if it isn't the last patch of the expac) to be able to farm for their gear in PuGs.

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  6. Weekly lockouts are literally just to keep you subscribed. If SE thinks that a noticeable portion of their player base only does raiding for gear, then they have missed the mark. Accessible gearing allows more people to raid, fills PF, and creates a healthier raiding environment as a whole.

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  7. I feel like this topics get too much focused on the raiding and gearing aspect of the game, while there is so much more to do for my supscription. I guess they fear if you have unlimited drops, people burn them self out to get BiS-Gear and don't touch the game until the next patch drop. Pacing out the gear progression is in my opinion some what necessary, but I agree on the fact for multiple specs, it gets very limiting. My solution would be to split up your gear drop for each spec (Tank, Heal, Melee, Range, Caster). For Aglaia as an example, you could get 5 items (for each spec 1) per week, but 1 per run. And I would apply this to all gearing aspects of the game. So you increase the amount of drops for more players who play multiple specs without letting indivdual specs having to much of an advantage.

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  8. I completely agree with your last points there. Why is the weekly limit around for this long, like genuinely what is the point of the weekly lock out by week 16? Everyone who has been playing since week one at this point has all the gear they need or tomes they need or really whatever they want, whether or not they raid savage or are casual. Realistically even by week 12 that is the case. It really doesn't make sense, to keep them around this long. I would be significantly more happy if they changed it to 12 weeks and then get rid of caps and lockouts. It wouldn't make me want to play less, if that is the fear, if anything I would wanna play more cause I can do whatever I want, when I want, with whoever I want to.

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  9. I really think they need to start dropping tomestone/coin/savage book drop locks by the 0.x5 patch series because by then the patch is basically over besides an Extreme trial but you should be able to gear all your fave jobs without waiting for the next main patch to gear this gear without issues. Like I was so annoyed they didnt drop the lockouts in Shb 5.5 until I think 5.58 but we still had MONTHS until Endwalker dropped.

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  10. the teacher, however, unlike the best-in-class talent, must be the "best-in-class" in the fine art of understanding how a new mind swallows the relevant information at hand, be it the game, inline-skating or math

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  11. if you have crazy awesome amount of you gils you can also do crazy awesome things like raising a Party Finder to pay people 1 million gil each to release loot to you lol

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  12. This content creator sort of fails to remember that it's one character to many jobs, I think? Other MMOS have the same "problem" but you have one character to one class so you're still getting gear for each class you play. Sometimes (like WoW) it can be worse needed three sets of gear per char because the class has three specs that play wildly different (e.g. Monk). I feel like he's asking for FFXIV to allow one char, all classes and some sort of transforming gear for all classes gear, which you still really couldn't min max for each job anyway… IMO is a bit much to ask for. If you want to min max every job, expect to buy gear for each "class/job" just like you would in any MMO. I think most of us out there run a few jobs we'd min max rather than everything like having a main character in other MMOs. Pick a couple classes and max those because are you really going max all the jobs and play them all in savage content? I doubt it. 🤔

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  13. Getting BiS is different per person also. I am yet to beat P4s as I don't static so that is my problem. I can't get past phase 1 enrage @ ilvl 600 on maiming jobs (I main drg and parse around 7500+) as I am not perfect at my rotation and see 9k+ drg runs and don't get it. Maybe I have hit my skill ceiling and just don't do enough dps to clear.

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  14. I think they need to make it easier to gear alt jobs at a minimum.

    I’d like to see the savage token costs go from a flat cost per item to an unlock cost for the slot and a lower cost per item after that.

    Using the weapon as an example, instead of a flat cost of 8, make it an unlock cost of 5 then 3 per item. That way it’s still 8 total for your first weapon (unlock + purchase), but only 3 for each additional one.

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  15. 10:30 – May I offer a counter point?

    FOR THE SAKE OF ARGUMENT, suppose that everyone can completely clear 4th floor Savage DAY ONE that it is released. Further, let's suppose that it takes exactly 1 month to get a full set of gear (including weapon – which is impossible).

    That means, to get 7 gear sets would require 7 months. A raid cycle is 8 months (two 4 month patches). And note this is only 7 gear sets, so this includes a person having a tank gear set and tank weapon…but only on ONE tank, not the other three. This means, if you cleared DAY ONE, you would just be getting full gear sets about 4 weeks before the next tier, and this doesn't include weapons. So even if this WAS TRUE, you're basically only finishing gearing as the next tier is coming out, which then starts the process all over again.

    …but that's not even the reality. The reality is more complicated. It takes 2 months (until X.1/3/5 unlocks token drops from the 4th boss of Normal and X.18/38/58 unlocks Savage chest weekly drops and book drops) to fully outfit a character with Savage gear and the Augmented weapon (if you didn't get lucky with/don't have P3/4/7/8/11/12S on farm). So what this means is, for the average player, they're looking at getting ONE Job to ilevel in 2 months. That means you can get 4 or so set up before the next tier comes out 8 months later.

    There's a lot of nuance here – for example, if you get all the healer gear, you can get up to 4 Jobs just by getting 4 weapons…but those are the expensive and time consuming parts of the grind to begin with.

    .

    So I guess my perspective is – why would gearing twice as fast be a problem, since gearing at this rate already is taking up 8 months for people that have alt Jobs?

    A semi-casual raider could take 8 months just to gear maybe two Jobs, and most players have at least two Jobs they work on, with probably three to four (one for each role or someone getting all the Jobs within a role, such as several tanks or several healers) so they can swap a bit here and there as needed in their party.

    And crafted gear isn't a great answer because (a) it's a good deal lower ilevel and DOES prevent being able to join some PF groups, (b) it tends to come out a bit later, and (c) it can vary wildly between being dirt cheep and super expensive to the point of being unaffordable.

    .

    So I think that there are counter-arguments to be made here. As you say around 22:00, why do they keep them for so long? Just now, we're having people able to raid with their friends if the friend is in a static because up until then, the static friend couldn't help out without damaging or locking out his static team with the weekly limits.

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  16. Speak for yourself Desperius.Same goes for you guys in the comments section. I haven't even gotten best in slot for my MAIN job yet. Not a single job! Trying to clear PS1-4 without a static is damn near impossible, especially because it's already considered "old" content because most of the playerbase has already gotten it all done within the first two weeks. If you're in a static, a dedicated group, have maxed out gear for even a single job, much less two or three, and are still complaining about the grind…

    You will never get any sympathy from me. Some of us can't even find a damn static. Still trying to clear P3s for the first time btw.

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  17. *My two cents

    Gearing in final has a few issues*

    1. The savage book cost is too high for how many jobs are in the game.

    2. Dps requirements forces most groups to funnel gear to dps players to meet future dps checks, leaving tanks/healers with little rewards early on.

    3. Stat distributions can be a bit uneven because different jobs prioritize different substats such as all tanks wanted dh/crit except warrior, making job flexing on warrior unnecessarily difficult.

    4. Gearing is trivialized for most content outside ultimate, considering most savage dps checks can be met with good players in a crafted set.

    How id fix it…

    1. Add random loot on top of the current coffers. This can gear alt jobs faster aswell as gear tanks and healers alongside the dps.

    2. Remove the penalty for taking out materia so refund is 100%, make a seperate melding UI. Add melding load-outs that requires you own the materia, and allow players to save materia loadouts separately from the gear set. Such that when a PLD switches WAR. The melds change regardless of what pieces were swapped.

    However fixing point 4 would be difficult. Final fantasy 14 is in general a skill based raiding scene, where your gear is not the bottleneck most of the time. If gearing becomes more necessary, wouldnt that take away from the skill factor? Because if not, the gear is not worth the bang for its buck.

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  18. Answer is simple. There is not enough high end content in the game such as Savage. Having the caps and weekly item lock removed makes the game's patch life span much shorter. As soon as you gear up day 1, there is no actually a reason to try savage or other stuff because either your gear is kinda stronger than extrene trials or you just dont care about the 20 ite. level difference between gears.

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