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Item level sync feature
Ever since I noticed a huge item level difference, the game seems sloppy. Why isn't high level content synced by item level? For example, item level 70 tank and 100+ damage dealers are not balanced. There should be a bracket kept between 70-90 or 90-100.
Sync is not being used by game correctly and there is no balance of gameplay. :confused:
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So you want to sync down the i100 DPS that probably came to help? Makes a lot of sense... Even syncing up the tank doesn't make sense.
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While the idea would be interesting if it would be an optional feature, at max level you only progress your char through better gear.
Forcing players to sync down would work against ppl outgearing the content to an extend where it is laughable, but dimish this feel of progression most of MMO players enjoy in the first place.
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This isn't a huge problem right now but as the gap widens you'll definitely see an issue where high ilevel/level DPS or even healers are paired with an entry level tank who will be unable to hold hate. Not too bad on trash but on bosses it can be an issue since DPS and healers don't gain max HP as fast and will still be hit hard by Lower dungeon bosses.
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I realize this ship has long since sailed and it won't be changing, but honestly...
I wish they'd just used (additional) character levels instead of an item level system, complete with sync if you get too far above. Then content wouldn't be so boringly easy from hugely outgearing it, and in reference to this thread, everyone would be on relatively equal footing...
As is, I'm not sure if I would like an item level sync feature or not. If done like level sync, maybe it would keep those PF groups' ilvl requirements under control/more reasonable....
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If you start syncing everything we might as well not have gear or stats at all. Old content should be easy. In most rpg games once you beat a part of the game it's laughably easy if you go back... that's a defining charactersitic of advancing your character. Certain mechanics do trump gear though. In BiS gear, with the max echo buff you still have to avoid titan's landslide or get knocked off the platform.
The idea of skill and challange makes me think of Mario brothers or Halo or Darts or Billiards, not final fantasy. In the past I thought of the 'challange' of final fantasy as being more strategic, like Chess... or in the gaming world "Turn Based Strategy." Final Fantasy Tactics, was a "turn based tactics game" which isn't terribly far off from FFXIV where 1 GCD is like a "turn."
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Well, you'd probably still get from high end gear what you get when doing a low level dungeon in endgame gear -- it will at least get you to the stat cap (for that duty), which makes it a lot easier than when you're at the minimum entry requirements.
I would actually be for more encounters being a lot more strategic, and not in the "follow this strategy = win" kind of way. (And without the 'fail to dodge this even once = lose' mechanics)... That would be really neat^^
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If you join a regular high level dungeon for example the item level range starts at 50 but has no limit. A 110 item level character over powers the item level 50 so much the balance of the party system is changed, like DD taking all hate from tank. People have posted they don't like carrying players lower level then this would solve that and make party fighting setup normal. Brackets of level keeps you synced in a manner of not totally over powering the other party members.
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This will probably eventually become a thing, but right now item levels aren't significantly high enough for it to make a huge difference.
Once we reach a point where a single tank can trivially solo an entire dungeon without breaking a sweat, there probably will be some adjustments.
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U should be gaining power to challenge the strong, not bully the weak. Im all for ilvl sync, it will also reduce carries.