You mean the people that are already mostly screwed over? I don't think any of the relic or empyrean weapons are useful, and mythics aren't exactly universally dominant anymore either. Adding better weapons won't screw over anyone except for those few still BIS mythics, and that's only if A weapons can be gotten in a feasible amount of time.
Honestly, the main issue here is to have actual content to make use of these weapons for melee. Currently most mobs 130 and below are dead in 1 minute to well coordinated melee set-ups while mobs 135 and up require too much accuracy that most people restort to nukes or pets. The 135 mobs that are melee friendly are also relatively quick fights for top end DDs.
Then you have some NMs that throw a bunch of silly debuffs and damage at melees. Not much WHMs are that good enough to keep up with the ailments and damage spam, and only a handful of them have Yagrushes. The fights needs to be moderately challenging and long to warrant the power that these new weapons seem to imply. Right now, I feel there's really no good mid point that the game used to have. The only event I really have fun in atm is to party with 2-3 mid-high tier melees on T1-2 Escha and SR. It's rare to find that though because they whine that they want to return to nukes or pets because meleeing requires more support, they require more proper gear and they actually have to press more than 2 macros.
I don't see the fun in seeing a mob die before it can do anything or having a PLD be the only one in the front. You might as well be fighting a dummy cuz Vex/Attunement also exist. Some guy said this is the best FFXI has ever been, but I can't agree when you can ignore nearly all of a mobs mechanic. Sure these weapons can probably bring more melees to the BLU, SAM, DNC, THF club, but most mobs are still easy in the end unless it's Koryu or AV.
Meh maybe I was just too spoiled by the old days where the ground was lower and no one had the ceiling they have now.
What about the old days didn't have this as well? Melee still killed most fights in two mins or less buffed to the teeth or not even (Limbus, Dynamis, Salvage, etc.) Otherwise you had the high level stuff where it was mage/ranged only just like now. Also mage strats now still require support just like melee.
I think the "No more content updates" will do that... already? There comes a point when those people will have to let go.
I own a Mandau, its 119, I loved it, its been a cold corpse for a long time already. Bring on the 124/129 I'd say, for once, just this once considering the circumstances, I'd rather it be the end all Epeen death weapon than just another sidegrade with a cool perk, it does look like it will be the last big Carrot-on-a-Stick this game will offer, so why not go out with the biggest bang? I see no reason the finale weapons shouldn't just rape everything before it, one last amazing drive. I'd get the dagger in a heartbeat.
But I know they'll be 119 like the others.
The events you mentioned are not single instance NM events. Early days of Sky, Sea and ZNMs took a while before they were zerged and that usually required 1hrs. Embravaless OdinV2, Arch-Diabolos and Legion were also pretty lengthy. Hell even Abyssea and Voidwatch had longer fights than today's content on average. And let's not forgot Delve and Difficult HTB's first release :D. Nowadays all it takes is 1 DD while back then it required 4+ frontliners, and ocassionally some 2hrs to kill them as quickly. It also took much more effort, time and gear to even be equipped for zerging where as nowadays acceptable gear can be gotten in something as pathetic as alluvion skirmish and an Escha Weapon. There was also good amount of risk since mobs were fed a lot of TP and mechanics/debuffs that can be ignored as today. Nowadays people just approach Escha, SR and Unity NMs without much consequence. My experience is probably also bias that a majority of what I did back then was low man content where endurance in the fight was key and skill and knowledge mattered more than gear and 2 macro spamming.
Also pet jobs and MB nukes weren't as extremely potent which is what I mean by the ground being much lower since these fights are safe as fuck. No one really wants to do 135+ content with melees.
iLvl is kind of a joke now though, its been capped at 119 for how long now? How much of the first gen 119 gear is still used compared to 119 stuff added the past 2-3 months?
Saying "it'll be 119" means nothing.
Honestly all they really need to add for a higher ilvl is slightly more weapon skill...and a bunch of hp/mageva/mdb/defense and it'd be great, doesn't need to be better damage, but give melee more survival vs massive AOE's and debuffs without requiring 3-4 GEO spells.
True.
They chose to avoid raising the ilevel practically so the number stays 119, but de facto the ilevel has already been raised.
Surely we don't want to compare some of the 119 gear that came up on SoA release with the 119 HQ abj gear?
There's an abyss in between sometimes, yet the description still says "119"...
I have 0 issues with a new line of legendary weapons beating RME. It only upsets me when it's drop weapons that do.
All this is kinda moot at the moment...
Since while we'll be able to look at the weapons in the dats...
They're unobtainable until SE adds the quest for it.
Which, given that they're adding a context keyboard in March... Could be anywhere between then and this Dec... Or later!
Or it could be later this November.
There have always been better and worse items at a given level. Haubergeon compared to Beak Jerkin or Gold Cuirass, Cardinal Vest vs. Armada Hauberk, that kind of thing.
iLevel is a lot more about the stat vomit for effective player level. For example, Adhemar +1 blows Qaaxo away in terms of overall stats. Baseline ilevel stats are pretty close though, with Qaaxo actually having slightly more on some.
Keeping that static is fine. Practically speaking, further progression along those lines is largely granted via gifts (no base stats from that yet, but stuff like ACC or MEVA is). Just looking fast, a WAR with 845+ JPs right now has approximately the same boost in MEVA as Acro gear has over Outrider, so a ~2 ilevel difference. Presumably, we'll see at least another tier of that in the next 900JP worth of gifts. Maybe we'll get some other boost from GoV or something as well.
I will laugh if the mentioned adjustments to REMs enhances Idris's Geomancy+.
Would be cool if the "Job Master" title increased your job and subjob level to 100/50 on that job, would give some stat perks and extra subjob utility while also distinguishing anyone who has capped JP on a job because you'll /sea that they're level 100