Cool. Have a suggestion to make them harder? I haven't seen any yet. Just a suggestion to make them slower. But why make the current ones harder? Why not suggest new dungeons to be added that are harder than our current ones?
OP = Elitist = guy who wants to spoil the game for everybody by forcing everybody to play HIS way, i.e. as it were an unpaid job with no fun whatsoever.
Read better, i never complained about not having TIME. It is my business how i organize my time.
I complained about not having a CHALLENGE outside of a very few instances.
What is mindboggling is how many of you think that getting gear to faceroll easier content is the best this game has to offer.
Doing less damage is not a challenge.
Stop mistaking a time investment as a challenge.
Mechanics are challenging, doing less damage is not.
On top of that - The more you complete something the less challenging it becomes by sheer experience, you're never going to have an ever repeating challenge.
No im asking for lvl 50 and above instances to work EXACTLY like any instance below level 50 already works.
No more, no less.
We are getting to the point where we faceroll content to get better gear to faceroll content faster to get better gear to faceroll content faster to...
Some one will get my point.
edit to EmSix:
You know there is a daily post limit... right? Even if i wanted to reply, i cant ;)
Back to gaming!
Right. You want time sinks. I want a challenge. You're satisfied with easy content so long as it has more time sinks and takes longer to do. I want new harder instances to be added into the game. Stop asking for an easy faceroll game with more time sinks.
See what I did there?
This is a good philosophy :P With the current system, you and like-minded players can use whatever ilvl gear you want to keep the content as challenging as you'd like while also allowing everyone else to play with whatever ilvl gear they'd like to make the dungeon as easy as possible. To each their own.
But if the devs applied your suggestion, it would take away the freedom everyone has now and force the community to play how you like to whether they'd like it or not.
Arguments, arguments everywhere. Sigh.
Ok, sighs aside.
What about SCALING UP the content based on the party's overall gears instead of what OP has mentioned?
I don't know how true it is, but someone told me that the Limit Break is based on the current party's gears and not the one who uses it.
Likewise, I think SE can really work on scaling up the dungeons' difficulties so that people with ilvl90 gears would clear the dungeon as fast as people with lower ilvl gears would.
Cheers.
I'll bite on this one. The point is quite simple really; you're just deliberately ignoring all the other effects that gear scaling would have. You wouldn't just have lower damage, you would also have lower healing, lower health and lower threat generation. Couple those with a fight taking longer as a result and you have many many more chances to fail a dodge and it would be far harder to recover from them.
I can't help but laugh at the implication that lower stats don't make a fight challenging... it's as if you're trying to suggest outgearing a dungeon doesn't make it easier. Those parties that want overgeared people for AK or WP don't just do it because of the speed boost. The fact that many of them don't even bother to dodge AOEs any more simply because the damage is negligible and easily healed is proof of that.
Except many of us are so experienced with AK/WP it doesn't matter if we have "uber gear or not." We're still going to most likely one shot it. My first time in AK was on my scholar in my artifact gear and white/pink jewelery. Three wipes and a completion. That was my first time doing AK. Trust me when I say the only challenge would be "Did I get paired up with competent players" If the answer is yes "Faceroll." if the answer is no "Leave Party." If I group with my FC buddies or my irl friends it's going to be a faceroll regardless.
It's better for dungeons to be designed with our existing gear in mind. Dungeons that do offer an extreme challenge WITH our current gear. Dungeons that as I become more experienced and get the gear from said dungeons what used to be an extreme challenge becomes something simple. To look back and think "Look how far I've come. This used to be hard but now it's nothing. I'm so much more powerful than what I first started here."
Also don't think this makes much sense at top level. Raiding is centered on getting gear to make stuff easier, both by making farm content quicker and by giving you more room for error where you progress. Also, progress raiders that chase through the top end instances aren't the only ones that like to gear their characters. If a player that is content with doing his weekly AK runs to gear in myth gear was hit by this (and I think we have a lot of those), it will mean he will never feel the effect of getting an upgrade, since power wise, he'll be stuck at the level of the green AK drops indefinitely.
On a related note, one way to not have CT "useless" and facerolled on release would have been to retune it to be the next step after coil after the developers realized they wouldn't be able to get it in for the launch. Sure many have suggested this, but guess it's a bit late now.
Going to answer this in parts.
The damage on the monsters is tuned so that lower healing would just be the "expected" healing - Having better gear just means you're healing less often than you usually would (most good WHMs fill in this free time with nukes) it's not harder, you're just having to cast more.
Lower health is moot too, again damaged is tuned. The only fight in any raid that ilevel scaling could affect would be Tonberry King, and even then grudge still only hits for around 4k (your average tank has 4.5k in just AF).
Lower threat generation is moot, because as you so rightly said, cures and damage is already lowered, so you don't need as much enmity.
All this does is give a little leeway, a good player will still dodge an AoE regardless of whether or not it's going to hurt them a lot or slightly. At low iLevel, you dodge because oh shit, that hurts. At high iLevel you dodge because it wastes time the WHM could use nuking.
Experience will always trump gear. Once you learn the dungeon it becomes permanently easier. All iLevel scaling would do is slow things down.
i would quit too if they did this, there would be no purpose to playing this
i think a loooot of you simply have loose of sight that gear is a means to get acces to new challenge and content, not to crush older content. actually stuff ilevel 90 is like be around 70-80 for the game, means you go in a dungeon 50 with more of 20 level over it.
if you want to faceroll content, simply ask to take out the level sync, is the same.
about increase the monster because of the general item rating of the team, is far easier to simply cap the stats of your equipement instead to increase the stats of monster without break the balance.
let's do a bit of comparaison:
here the allagan heavy armor, ilevel 90 ( http://na.finalfantasyxiv.com/lodest...m/758972db85b/ )
here the hoplite body armor, ilevel 60 from AK ( http://na.finalfantasyxiv.com/lodest...m/f97f7f9c2f6/ )
+13 str, +15 vit, +10 accuracy, +10 def and +10m.def
and it's only one piece... seriously the point is not to be the god of war, but simply to be logic, with the add of futur content 50 with more ilevel (probably) some content low level will be rushed...
what it will lead? reduction of gain from the dungeon when the new tier of dungeon will come out... meaning new player will have to farm more because some player simply want to stay uber and farm easy stuff fast.
all the trouble about FF14 is this...people want to do everything fast and without challenge...
no, the point of higher level gear is not to lock you out of high level content.
the point of gear is to make your character better so you can use free will to choose if you want to challenge harder stuff, or simply make old content easier.
no the means of better stuff is really to give you acces to harder content, it's simply you that want to get acces to lower stuff more easily.
personally i think they have make a mistake to make BC drop ilevel 90, it's a too big progression of stuff in comparaison of the level. but well...
This thread is ridiculous. Might as well just remove all stats on gear then and make everything cosmetic.
Well, SE wanted to attract the WoW crowd, and they came in force.
Patch 2.2, farm ilvl 110 AF2 by doing AK and Garuda. Please look forward to it.
Because there'd be no way of balancing it if the party doesn't have the same gear level.
Over geared healer and normal geared tank... how that would work? The mobs can't hit too much because the tank would spike too much, nor hit too light because then the healer wouldn't have to heal.
The carrot at the end of the stick should be new content. Ideally, we'd move on to the next tier of dungeons after we get our stuff from the last, not just do the first and jump to the last. I hope SE gets their progression right in the future.
This.
The real challenge is always the first time you're in a dungeon and everyone else in said dungeon is also new. I personally don't care if I join a speed run or not when I pug but I will care when I am asked to do speed runs with my static group and we're stuck in wp and ak for longer then we need to be.
Why did everyone ignore this post? +1 dude it keeps gear worth it and makes the content still challenging some people are talking about removing the carrot from the stick. Its a carrot stick game if you don't have a carrot you've just got a stick...
Scaling up the dungeon for people with higher level gear sounds like a good idea while keeping the original content for people who dont have the gear yet. Scaling doesn't have to mean just increasing the HP of the mobs either, I'm talking about added mechanics.
LOL. Really? Has content really been that exhausted that suggestions like this come up? Well, might as well not have any gear and have players' scaled up or down to whatever dungeon they are doing. Stat-wise, that is the same thing as putting a cap on dungeon right? Might as well remove levels as well, and stat distribution.
Make the 2 mind-numbing dungeons more.. mind-numbing? No thanks.
lol no way.. if everything is limited like this then it doesn't encourage much to get the best gear possible on the each update. You get all the allagan iLV 90 gear to benefit them only once a week during Coil of Bahamut only, and then it won't benefit you on the remain of the content for the rest of the week... totally no to me.
because you can only try Coil of Bahamut once per week, it only take 1 hours of static PT. so you can actually benefit your end-game gear for 1 hour per week, it is really bad encouragement. (well.. may be I guess casual players just want to forbid hardcore players from having any advantage I guess)
What's the point of getting higher gear if it's gonna be synced?
It's like saying I'm gonna train my pikachu to lv 10 so it can beat a lv8 but it's pointless to because it's going to put you back to lv8 making you start back at square one.
I also never understood why this is an issue. Wouldn't a low level want a higher level to help him anyways?
No no no please no. If anything DF should average out your gear to an ilevel and NOT let you enter if your gear is too low.
I myself put the time and effort into my i90 gear so I can run these instance lots easier.
If you want to play hard core, put your i60 crap back on you farmed in AK.