I'll withhold my judgment until I actually see the dungeon, but hopefully if they're setting it at such a low ilvl that it won't turn into another situation that was Pharos/Copperbell/HM. Those dungeons were not tuned for fresh level 50s.



I'll withhold my judgment until I actually see the dungeon, but hopefully if they're setting it at such a low ilvl that it won't turn into another situation that was Pharos/Copperbell/HM. Those dungeons were not tuned for fresh level 50s.


I remember the time people did Coil with DL and AK gears.
Goodbye, Final Fantasy...
They should just sync iLvL down on all of the 50 dungeons to, I dunno, 3 more than the minimum requirement. Then nobody would have to worry about carrying anyone else, everyone would have to contribute, and everyone would learn mechanics.
Then nobody will do anything because it's too hard, and everyone will complain that there isn't enough content. Oh wait...
Honestly...I'd love for dungeons to have an ilv sync. Not 3 ilv, but maybe 10-15. Trials maybe 15-20 cap. And maybe have an option to make it even more synced (for groups who want a challenge)They should just sync iLvL down on all of the 50 dungeons to, I dunno, 3 more than the minimum requirement. Then nobody would have to worry about carrying anyone else, everyone would have to contribute, and everyone would learn mechanics.
Then nobody will do anything because it's too hard, and everyone will complain that there isn't enough content. Oh wait...
But yeah...people would just complain about that, since they'd have to actually learn the content and be good at their jobs...
This actually would be better because SE could tune the content for a specific level range (though it would make high level gear nearly pointless). The way it is now it seems like they tune a dungeon like Pharos for ilvl 60 or so but then make the requirement ilvl 48 because it is possible if very skilled to do it at that level. The problem is that most players are not that skilled. Regardless of ilvl a lot of players are only ok and make mistakes here or there. At a higher ilvl you can screw up and still pass the content. At the bare minimum ilvl you either have to never screw up or be carried by better skilled/ geared players. I think most people would prefer the ilvl requirement to be set at a level where you don't have to be great, but only a bit above average.They should just sync iLvL down on all of the 50 dungeons to, I dunno, 3 more than the minimum requirement. Then nobody would have to worry about carrying anyone else, everyone would have to contribute, and everyone would learn mechanics.
Then nobody will do anything because it's too hard, and everyone will complain that there isn't enough content. Oh wait...
If you're worried about a higher ilvl requirement unfairly locking people out and preventing people from progressing, keep in mind that running the currently available dungeons once each will easily put you way over the ilvl 55requirement.
1. Set your own Ilvl requirements in PF
2. Wait for 3 other people
3. Queue
4.????
5.Profit
If you don't want to play with undergeared people then you have more than enough resources to prevent form doing so. Let the Devs handle real issues.


If they plan to make the dungeons so easy why label them hard mode? Some of us would like hard that means something. These aren't hard, they are low level dungeons reused with high level mobs.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com

The thing is you don't need ilvl 70+ DPS for hard mode dungeons. A good player with ilv 50+ can do enough damage to clear the dungeon, as long he knows what he's doing.Except there are damage caps in this game despite the lack of depth. Proper Rotations does only so much if you don't have at least the bare minimum gear to back it up. If you're rocking tortoise shell hora at level 50, you won't do as much damage as a monk doing his rotations in his Zenith or Primal Extreme weapon.
So skill and rotation does matter, but the stat caps also matter since this game has very little depth and is a stat vomit game, it requires a certain amount to keep up. For example it's extremely noticable when you have a healer with a base relic vs zenith.
And the little depth comment is fun, seeing how many ppl still play their roles wrongly.
This.
I kick myself for unlocking Manor and Copperbell hard every single time I end up in it. Never unlocked Pharos and probably never will. Ive ran Manor with good geared people and its not a bad run. Nice change from WP for tomes. But to often the DPS just SUCK and turn it into a 45 min rage educing trial at best. Never clearing it because of time out or abandon at worst.
Hell even now I get groups who can't down the wall in AK. Just last week I had to run AK for my second relic weapon. Took 3 tries to get past the wall. Third try only 2 were alive. Me and one of the DPS (barely).
I refused to do anything higher than CM or Pre till I was full DL. Didn't touch Titan Hard till I had all myth ACC and 2 armor. I didn't want to be the one dragging everyone back and wasting mine (and their) time. But apparently no one else thinks like this.
Last edited by necrosis; 03-08-2014 at 04:00 AM. Reason: Idiotic post limit.



The Problem is if they add the Lost City to Duty Roulette will it turn into a Second Pharos Sirius? Where some people drop after they find out they got it. Yes I can make a party finder and shouldn't have an issue but when using DR that's where the issue occurs. If this dungeon is indeed the new Tomestone location then I'll be using Party Finder.
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