So I was thinking about how the majority of the currently existing level 80 content suffers from an issue of rewarding far, far too few tomestones compared to Expert Roulette, to the point that capping solely through non-expert content feels unfeasible on most weeks, specially as the only remotely comparable sources of Allegory tomestones are Alliance Raid roulette (which will almost always land you in a zero stakes level 50 raid where dying takes conscious effort) or Main Scenario roulette (which is level 50 content and consists mostly of watching cutscenes).
Meanwhile, level cap content outside of Expert dungeons, such as normal mode and alliance raids award paltry amounts of currency (20 Allegory for a full run of Copied Factory?), which means that even if you enjoy this content, its largely not feasible to cap through it unless you're prepared to grind it to kind of absurd degrees.
Even Extreme Primals and Savage raids are subject to this, with primals dropping only around 10 tomestones and a full clear of the entire savage raid tier for the week giving 120 tomestones, barely more than a single run of Expert, despite being much harder and more time-consuming. A hunt train that successfully kills every A-rank in Shadowbringers will also only award you barely more tomestones than an Expert Roulette, and is subject to you actually being around when it starts, thus not being entirely reliable.
All of this just results in an unfortunate issue where it feels mandatory to run Expert Roulette several times per week, with very little available in terms of level cap alternatives, which feels at odds with a game that's designed to encourage you to partake in diverse side activities, and, since tomestones gear is the primary form of gearing up for players who don't raid savage, it forces a particular type of content (currently only two dungeons) into being replayed over and over.
I believe it would be better for the game if activities like level cap alliance raids, level 80 dungeon roulette, normal mode raids, beast tribe quests, hunts, savage raids, extreme primals and maybe even fates all acted more viable means to cap out every week, since it would give the average player more options in what they want to do every time they play instead of feeling repetitive.
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Meanwhile, level cap content outside of Expert dungeons, such as normal mode and alliance raids award paltry amounts of currency (20 Allegory for a full run of Copied Factory?), which means that even if you enjoy this content, its largely not feasible to cap through it unless you're prepared to grind it to kind of absurd degrees.
Even Extreme Primals and Savage raids are subject to this, with primals dropping only around 10 tomestones and a full clear of the entire savage raid tier for the week giving 120 tomestones, barely more than a single run of Expert, despite being much harder and more time-consuming. A hunt train that successfully kills every A-rank in Shadowbringers will also only award you barely more tomestones than an Expert Roulette, and is subject to you actually being around when it starts, thus not being entirely reliable.
All of this just results in an unfortunate issue where it feels mandatory to run Expert Roulette several times per week, with very little available in terms of level cap alternatives, which feels at odds with a game that's designed to encourage you to partake in diverse side activities, and, since tomestones gear is the primary form of gearing up for players who don't raid savage, it forces a particular type of content (currently only two dungeons) into being replayed over and over.
I believe it would be better for the game if activities like level cap alliance raids, level 80 dungeon roulette, normal mode raids, beast tribe quests, hunts, savage raids, extreme primals and maybe even fates all acted more viable means to cap out every week, since it would give the average player more options in what they want to do every time they play instead of feeling repetitive.
Continue reading...