That would be a good fix, yes.
Printable View
It's a nice idea however the problem is MSQ dungeons/trials don't have a cap since they're meant to get people through the story without any stop signs.
Instead I think a better option personally would be adding a new roulette in the mix for everything MSQ related but not Castrum/Prae. Then having another rou entirely for the IL set ones outside that rou.
Rename at least the seperate Pre-level50/50/60/70/80 dungeons/trials into something like Sidequest Roulette and have it be unlocked once you start getting at least two side quest dungeons and then add on from there. As all those in some kind of way have an il restriction so you'll know what you're getting into the moment you queue.
the msq gives players more than good enough gear for the duties it introduces. its also never new players who pull this shit, its always people leveling alts who couldnt be bothered to spend poetics on gear. the other day i had a non sprout dancer wearing lv 9 accessories in the antitower
Ilvl to each dungeon should be set to the quest gear ilvl get before the dungeon. Like lvl 73 dungeon should be a ilvl of 385 because already got full set of ilvl 385 gear from quests.
So elaborate on what item levels you would set for the leveling dungeons and/or how you would fix the problem. ArchlordPie merely posted suggestions on reasonable item level requirements for the leveling dungeons of their respective expansions.
I'd say that would usually be the case assuming people complete their sidequests. In addition, only one entire set of gear is earned from quests via coffers. So that would leave either automatic drops from the previous leveling dungeon and/or poetic tome items as alternatives.
Minimum ilvl should just be 20(or 10) lvls less than the maximum ilvl the dungeon rewards in gear. This should account for gear droughts with drops, and your own player level holding you back. Also 51-59 is usually the Ironworks stage for many and it losses its usefulness around 55.
Honestly vendor gear would be the better option, but gil is an issue for those just coming into the game and vendor gear gets unnecessarily expensive heading towards 60.
I've been checking people both gear and other jobs recently when in dungeons.
Had a Holminster Switch party where the tank had Zurvante(i265), healer un-upgraded SB relic(i290) and DNC their starter weapon(i260). Rest of the gears were decent but their weapons were all missing 100+ ilvs.
However, looking at these people's jobs I could see they all had one or more jobs at lv80. So it wasn't first timers working through the MSQ, but instead people lv'ing alt-jobs who couldn't be bothered getting better weapons.
Part of it is the game doesn't really communicate to you that white gear from merchants isn't completely terrible.
I've been playing for 2 months, and didn't know you could just buy whites alot of the time until a month in.
This is the first MMO I've played where vendor gear isn't trash.
That's sad. I too am in the process to level everything to 80, but where I am lacking on the good knowledge of a job, I'll make up with the appropriate tome weapon and gear, and the minimal rotation you can setup yourself just at reading what skills does.
Poetics are raining from everywhere and there is no reason to get at least the appropriate tome weapon and gear for a job you want level, even if you are not much interested on it.
The only thing I can say is the full 50/60/70 set is about 4k poetics, so I can burn first 2k immediately but the other 2k I need make runs with some pieces still to upgrade. But even in this case, I found if I give priority on weapon, then body and legs, everything works fine.
Really, as today, there is no reason to get too much undergeared in any situation.