probably to entice you into dungeons
The Vombata does not seem to have an icd. Could be a contender at 252+
Except that’s never what this conversation has been about. It’s been about wanting consistency.
The Cyoher gearing system gave us a way to upgrade everything else— except the trinkets. And they didn’t add weapons, but that’s an entirely different conversation. World Queats give the Cyoher gear at these increments, but the trinkets are the odd ones out and that’s just weird.
It’s like they didn’t finish the zone and just threw things around at the last minute.
I don’t blame Blizzard for not wanting powerful World Quest trinkets. They have always been a cause for complaints.
The names: Devilsaur Shock-Baton & Unstable Arcanocrystal can still be heard being whispered in the wind from old threads complaining about RNG.
Then they should have balanced raid trinkets to be better instead of making the world system inconsistent.
Currently on the PTR we can craft the sandworn 246 pieces into Tier.
Shelfing the 252s that have been worked on for 246s + more grinding rewards a
downgrade in ilvl.
Figure that design out.
Yeah, that’s also pretty weird. They didn’t think any of this through.
I wont lie, ZM has grown on me. There is potential, with some work/adjustments imo.
Agreed. The potential is there. Whether or not they see that is a different matter.
If I was clicking on a NPC, having them verbally give me a quest along with the traditional scroll for my log would be great! And definitely more immersive!
But that was not what was done.
There was my character, minding her own business, flying thru the air and !poof! suddenly a head would pop up and start talking. It was intrusive and made zero in-game sense. Just like the bonus objectives popping up in my log with no rationale and then a reward appearing out of thin air. It’s like the current devs don’t understand what creates an immersive experience.
It doesn’t help that a lot of the raid trinkets are crap these days and the WQ ones (even though they’re blue) are pretty decent in terms of stats/procs.
The stat stick trinkets are probably good for their item level, but Extract of Prodigious Sands (Intellect trinket with random damage proc) and Symbol of the Lupine (Agility trinket with random DoT proc) do less than 1% of my total damage in multi-target situations.
Then they should have balanced raid trinkets to be better instead of making the world system inconsistent.
The new Architect’s Ingenuity Core trinket sims worse for some specs than some Castle Nathria trinkets. I literally thought the tooltip was wrong, but it really is that bad.
I think i got a trinket that gives me back like 200 mana every 90 seconds
Some of these are a bit of a joke lol
Some wod and older trinkets almost have the same mana return on slightly longer cds
“Plays the Jiro musical toy, everything is gonna be alright.”
Some wod and older trinkets almost have the same mana return on slightly longer cds
Some Cata, MoP, and WoD trinkets were so powerful that it was like getting a new spell or a talent. They were exciting and you could change your rotation or “snapshot” stats to get more performance out of them.
Now in 9.2 you just pray for tier pieces, and then weapons.
I have a total of 13 vaults tomorrow across 3 characters
Not expecting tier
Not expecting tier
I could be wrong, but thought that PTR testers found that tier tokens have a proportionally lower chance to appear in the GV than do other items from the item tables.
but that would require effort and we know Blizzard avoids that like the plague.
This rule has carried over since BFA. The last week of the expansion, when it’s worthless, you will get another one from chests/WQ’s.
I’d also rather avoid something where the WQ trinkets are basically great, then the raid trinkets have to be so crazily convoluted to make them good, or it’s the WQ trinket but it also gives you a complimentary hug every 5 seconds.
Part of this can also be blamed on the nigh-impossible difficulty of balancing diverse unique things, which is in recent WoW gear largely a matter specific to Trinkets and Legion/SLs Legendaries. There is an attempt to provide a diversity of unique powers for flavor, but there always ends up being enough of a difference for it to fall flat because one or the other option does measurably more damage than the other (and non-damage items in the same space tend to just get the lol treatment even if they actually are sound at their intended purpose …).
This is pretty much the reason why MMO gear in general has tended to become so generic “stat stick” and you hardly ever see unique interesting powers like in the days of FFXI or Everquest anymore, too. It’s also hardly even limited to gears in MMOs (MOBA and fighting game character development faces similarly veined challenges in particular).
FFS, people that just do world quests only need items good enough to do those world quests, I have NO idea where this rampant entitlement comes from where they think for not raiding they also need to have items on par with raid items. If you want toys from the raid, do the f-ing raid. WoW is the ONLY game with a playerbase that behaves and thinks like this. XIV maybe it’s because most people playing the game are adults understand “I don’t do Savage, so I shouldn’t have Savage quality gear until the .1/.3/.5 patch which is where that happens.” as well as “I don’t want to raid Ultimate, but I want the appearance, so I either do Ultimate for it, or just live without it.” WoW players kick and scream about how it’s unfair and elitist they also don’t have these things despite not doing the content to prove they deserve them.
I pin the “entitlement” on the vicious cycle of requirements that WoW groups place, intentionally or not (as sometimes it’s stated requirements and sometimes it’s just through intensive competition for limited posted slots) on joining, which is barely ever seen outside of WoW and pay-to-win Asian MMOs like Black Desert (where it’s usually kinda justified because of most grouping in those games tending to be for PVP purposes and you actually do need the gear that comes from whaling or literal years of grinding to stand a chance in serious PVP).
Trouble arises if a piece of gear gives a powerful enough advantage and it’s only available from challenging group content, with no entry level or solo analogue; at that point, you end up with what’s easily virtually a closed circle (as you need the Mega Ultra Power Gem to be considered to join any groups but you need to get into those same groups to get a Mega Ultra Power Gem in the first place). And it’s a matter of degrees. No, you shouldn’t expect to get into some groups (hence why I went on a hiatus mid Legion, as when I got my new job working evenings the only guild I could find advertised on my realm that had a compatible schedule was a 6/9M Tomb of Sargeras and it was pretty dang unrealistic that my 8/9H butt who’d never touched Mythic should expect to get an in, and I didn’t have money to be blowing on server transfers, at that point even the sub was pretty much a luxury). Then there’s when you can’t even climb up a rung or two of the ladder in reasonable time because there’s so many people who are already five rungs up competing for your spot and no way for you to get that gear without getting into a goodly quantity of the groups you’re struggling to join to begin with. That’s an issue. And from a dev standpoint, not really an issue that has a palliative other than “allow similarly powerful gear to be acquired through easier channels.” Moreover, it’s iffy if offering a lesser version is enough (what, why should we pick you? You only have a regular Ultra Power Gem and these kids that skip their homework and spend all evening playing already all have Mega Ultra Power Gems).
FFXIV avoids this because so relatively little of the stuff that’s exclusive to higher end content is important to actually progressing the character (and thus, promoting one’s ability to get into content). Savage ilvl gear is easily obtained in the mid tier patch a few months later, which also allows you to upgrade crafted gear (which has Normal raid ilvl) to Tomestone (i.e., pre-WoD Valor) ilvl. Normal ilvl gear can be gotten in a day’s work if you’re a crafter (which most casual endgame players usually are, because there’s usually not a lot else to put a big time investment into player power wise if you don’t do Savage). The gear spread is much tighter within a tier, so the advantage of having Savage gear over Normal or Tomestone gear is far less runaway than in WoW, where Mythic raid or KSM gear practically puts you in the middle of next xpac by comparison to lesser grades. Secondaries are so muted that for all but the most competitive parsers (and a few classes that need very specific Skill Speed values for rotations to line up properly), only ilvl really need be given major gravitas.
Really the only faults on FFXIV’s side, are the somewhat heavy timegating for Tomestone gear (there is no catch up for missed weeks, not even towards the end of the tier when even Savage gear is unlocked for unlimited farm), the fact that EX Trials can be something of a player conflict battleground (kind of suggesting that much as player skill spreads suggest most players lie in the intermediate strata, actually offering content towards this segment is a surprisingly difficult matter), and the fact that the Savage loot system’s quirks tend to heavily promote division and drama among players in ways that not even WoW engenders. (On the flip side though, Savage loot gets completely unlocked for free catchup farm usually a month or two before the next tier, something I wish Blizzard did … like FR it’s almost 20 years down the line and we still only can run Molten Core once a week per character …)