It's okay really, the dungeons are synced at 110, more then enough. Otherwise people would exploit instances to grab chests and/pr burn through the content way too fast.
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It's okay really, the dungeons are synced at 110, more then enough. Otherwise people would exploit instances to grab chests and/pr burn through the content way too fast.
When undertaking a duty utilizing item level sync, the item level of any gear exceeding the maximum item level will be adjusted accordingly. ..... While item level sync is active, any materia that is equipped will not increase players’ attributes.
Sounds to me like only gear exceeding the maximum iLvl will be affected, i90 crafted stuff should be fine.
The implementation of this seems weird to me. Sure the current (soon to be previous) expert roulette dungeons are simple with i110 gear, but I don't understand why they will have the same i110 cap as WP and AK. You'd think there'd be a scale or something. Like:
WP/ AK >i80
PS/ CM (HM)/ HM (HM) > i90
LC/ Halitali (HM)/ Brayflox (HM) >i100
Hullbreaker/ Tam-tara (HM)/ SV (HM) > i110
Or if they were to make the level sync as lenient for all dungeons as it is for WP/ AK then Hullbreaker and the other i70 dungeons would have a cap of i135.
Well, either way it just seems a bit pointless, but odd that the i70 (required) dungeons can't be anymore overgeared than they could on release.
Frankly speaking, I'm glad that an item level sync is being implemented. It will force players to optimize their rotations instead of having to rely on high-level gear as their main boost in damage. My only gripe is that the syncs aren't lower for certain groups of dungeons, and nerfed dungeons aren't back to their former glory of difficulty. An item level sync is a step in the right direction. If SE could make more difficult 4-man dungeons in regards to mechanics and requiring players to know how to play their class to acknowledgeable effect, an item level sync may not be necessary.
Those are my two cents on the matter.
I'd just like to know what is so bad about keeping these places relevant and challenging at the same time. At i110 these dungeons are way too easy as it is, and it'll only get worse as iLvls go up. In ten years I'd like to have the same experience in Brayflox HM as I have at this moment, not go into it as a god, one shot everything and think "Hmmm, that was more boring than I remembered". Also let's not forget the fresh 50s who are still doing the gear stepping stone game. In a couple of days, they are going to lose being able to buy myth sets with Allied seals for cheap, so all they'll have are the dungeon run loots to work with while they farm. Why should those people get a watered down version of the dungeons we run, just because overgeared people make it too easy? Let's not forget the item sync works on players ABOVE i110, not BELOW.
It actually won't, that's sort of what this whole thread is about.
I do find it interesting though that I've never encountered a single individual in the game who was upset that new gear made them more powerful than they were before, but here it seems to be some kind of epidemic.
It may have to do with inexperienced or bad players being given powerful gear too quickly before they know how to play their jobs well. While upgrading your gear may give you a bit of an edge, that means nothing if the players donning it don't know what they're doing or don't follow mechanics that can potentially wipe an attempt. Some players coin people who participate in hunting Elite Marks "Soldiery Superheroes" due to only knowing how to zerg without properly learning how to play, despite having such good gear. Catching up, though it may be helpful, can also be a bane unless a player's skill improves alongside their gear through understanding how their role works and applying that knowledge to proper effectiveness.
Or it could be that some people's e-privates are so fragile they absolutely loathe the mere thought of other players having good gear. I, for one, believe that good gear is useless if you don't make the most of it. It is a simple boost to your stats, but the real potential comes from the wearer. The gear only emphasizes that.
I don't get why people are complaining about the current dungeons (2.3 and earlier) getting ilevel sync to 110. For all intents and purposes, it already is synced to 110.
You know...
Ever since elite hunts introduced, I was rarely DFing for any high level dungeon contents. In fact, I think I never do that anymore. I only do expert roulette these days. There are few stuff that I "might" need, such as those god-awful RNG on those minion loots. But in the end, it doesn't worth my time to let RNG waste it.
I don't really mind about the level sync of 110 which is still high enough for me. But in general view, this looks like more hindrance to attract ppl doing old contents anymore, unless it happens to be related with important quest like relic animus stuff. I didn't even see the incentive of doing high level dungeons anymore, except maybe helping someone clearing them. Even spiritbonding purposes feels 'meh' doing at these dungeons.
Hard to do that when its dungeon finder.