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dungeon and ilevel
i think i will make myself a couple of enemy, but i feel that the ilevel too high destroy the dungeon 50.
a lot of player, because of a huge difference in ilevel with the dungeon, loose the edge and play worst than new player that come there for the first time.
we see too come out speedrun from the V1 (Wanderer Palace with blm where you gather everything and blast it), i'm kinda sure a lot of player from the V1 was hating this and was why the timer reward was take out.
i wonder if put an ilevel sync on some dungeon mustn't be done for keep the challenge from this dungeon.
i means coming in Wanderer palace with a toon equiped full ilevel 70-90 it's like go there with a toon level 70+.
people are always complaining about the challenge, but maybe put a ilevel sync on the dungeon 50 is a good solution.
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Thats a horrible idea. I'm sure the vast majority don't want capping myth to become "slower".
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with the 2.1 we will have more way to caps the myth, what i say, it's to keep the challenge of this dungeon.
going to WP with an ilevel 70-90 is like going with a level 70+, it's not challenging nor hard... it's ridiculous.
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I don't think people care about the challenge or difficulty. When its their 500+ time running the dungeon, they just want to finish it and get what the went in for. When they do add more ways to cap Myth I see the iLVL cap as wasted resource as players in iLVL70+ gear will probably move on to that new content and WP and AK will be left mostly for the people who are just getting into it, and some (I know I would) welcome an iLVL70+ player to speed things up.
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I would support ilvl sync actually. At least it will remove the absurdal shouts "lfg/lfm relic + 1 ak/wp sr". Levelled an alt class? Need gear for it? "Sorry, u cant enter ak/wp run without relic and full dl". Having to gear up ALT job with ur MAIN job is another absurd. Like "you cannot play ur alt job untill u have full gear, but then there is no point in playing it anymore".
However as the compensation, the philo/myth reward should be based on time spent in the dungeon. With ilvl sync and tome reward proportional to time spent in instance, all speedruns will be crushed.
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you seems to forget that later we will have more dungeon available at the 50, more choice. we know for sure that thet 2.1 will give use 3 more dungeon (pharos sirius and 2 hard mode) with more content coming, it's maybe a good idea to keep the challenge there... if entering a dungeon with people overstuff that crush the difficulty because of the difference from the ilevel, we must maybe think at a way to keep the difficulty into this dungeon.
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While I personally support this idea, I think the majority of players won't. Even when there are more ways/dungeons to get myth in 2.1, I'm sure ppl will still trying to find the most efficient one and run that 1000+ times.
But I just thought about another idea, how about make tomes drop proportion to each player's average iLevel? So ppl can choose to speed run dungeons with good equipments but get less tomes per run, or do normal run with suitable equips and get more tomes.
Of course then there need to be a most optimised iLevel, e.g. iLevel 55 for WP, so ppl won't try to go there with some lv1 equips and get 1000 tomes per run.
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i know that most people will not be happy or want this... like the level sync. sadly if they don't do that, more we will get acces to higher ilevel item, less content will be challenging.
the equipement must'nt trivialize the content, but give acces at more content and challenge.
and i know they can do it, they already do it with the level sync, by caping the item to an ilevel. do you want later to see hard challenge become ridiculous like we had with titan? i means people was able to do it at 4 because they had more equipement than needed for do it.
if we let the ilevel crush the challenge, pointless to put the level sync. either you do it totally or you don't it at all, that the point.
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having higher ilvl means you can push for more challenging playstyles. I certainly find clearing dungeons within 10mins is challenging, it requires much more risk taking and team coordination, everyone must be on top of their game or its a wipe.
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This is really stupid, in fact - this goes against the entire point of an RPG and the point of bettering yourself.
You get better gear so you make things easier, less challenging, faster, so on.
Additionally, when the new content does come out, people with high iLevel will likely move onto that content. Content is always going to get easier when you get better gear, that's the point of progression.