ilevel can go on forever. It has nothing to do with physical player level.
And don't assume they need to be near each other for any reason.
At level 70, who cares if we have itemlevel 450?
ilevel can go on forever. It has nothing to do with physical player level.
And don't assume they need to be near each other for any reason.
At level 70, who cares if we have itemlevel 450?
Last edited by DoctorMog; 11-28-2013 at 06:49 AM.
I hope you are aware that warriors can already get upwards of 11,000 as of right now.
That is exactly my pointCan't really have horizontal gear progression with gear only having basic stats. All it would end up being is that you have a lot of useless gear and 1 BiS setup that is theorycrafted the best through stat weights. Horizontal gear progession won't work with the game as it stands, they need to add non-stat attributes first.I was hoping someone would point this out ^^ I want our 1.0 stats back...that was a start in the right direction.
The only potential problem I can see in the future is new vs existing players. And it may not even be a problem depending on how they itemize it.
Say the level cap is 70 at some future point, and the ilvl cap is like 150. If a fresh 70 comes in with ilvl 70 gear, they are up to 80 ilvls behind the existing playerbase. Currently, a new 50 is at most 40 ilvls behind the top players. When the ilvl outpaces the real level significantly, it increases the gap between new and old players, possibly intimidating people from trying to get into endgame.
Now, this isn't a problem at all if a fresh 70 were given, say, ilvl 100 items when they capped. So like I said, it's just a case of how they itemize things.
One step at a time. They seem fairly conservative atm, don't want to make any huge mistakes. I'm sure the game will get there but it'll take time. I suspect we won't see horizontal gear progression until the first or second xpac.
Even then there is going to be a BIS set in this game that makes horizontal progress not work, the only reason it worked it FFXI and stuff was the armor swapping/necessity of buffing every action separately. And I for one am glad we don't have that silly armor swapping anymore.
thats...with full item level 90 gear, party buff, defiance, and thrill of battle too. (possibly food as well, and max vit allocation)
so its not a default number, without buffs, warriors have similar hp levels to paladins. their class skills give them the big numbers.
Well, if it were up to me, health numbers wouldn't even be four digits yet. Regardless of how situational it is, it's still disappointing to hear that we've already reached five digits and the game has only been out for a few months now. I know that some people consider ARR to be an expansion, but I prefer to look at it as a re-release and treat it as a new game.thats...with full item level 90 gear, party buff, defiance, and thrill of battle too. (possibly food as well, and max vit allocation)
so its not a default number, without buffs, warriors have similar hp levels to paladins. their class skills give them the big numbers.
Oh well, it's not like there's anything I can do about it I guess. I just wish this wasn't the case.
Its easier to differentiate between average item level averages when the numbers have decent gap between them. If you have 5 pieces of gear with item levels 70, 60, 60, 50 and 50, your ilv average is 56. 5 pieces of gear with 90, 90, 90, 60, 60 gives an average of 78. You can set better thresholds that way. If ilvs were just 54, 53, 51, 51, 50, the average is 51 rounded up. 5 pieces of gear with 54, 54, 54, 51, 51 gives an average of 53 rounded up. When you do the ilv checks in duty finder its better to have thresholds of ilv60+ or ilv70+ average. When significantly better gear results in just 2 points of difference on average when ilvs go up by just 1 instead of 10 it allows for much less freedom.
In the end though, it really is just numbers. Bigger numbers actually offer more variation and room for separation. MMO players want to see improvement. And seeing a new piece of gear letting you do 10 extra points of damage per hit is way more satisfying than 1 extra point of damage per hit.
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