Tune new dungeons for i90 then. Means you can't just steamroll if you're new.
But still can if you're not, heh.
Tune new dungeons for i90 then. Means you can't just steamroll if you're new.
But still can if you're not, heh.
As long as "buff 2.4 dungeons" isn't taken as "add more trash mobs," I wouldn't mind.
Also, they should make all the drops level 1 so it's understood that it's meant to be glamour, so people don't get butthurt when the i110 warrior rolls need on a sweet looking chest piece.
Last edited by DefendPopPunk; 08-18-2014 at 04:15 AM.
I think they have to add more crowd control to the damage dealing jobs before they can really beef things up. Currently the only two classes with any CC are black mage and white mage.
Their goal is to leave the end game dungeons in a state doable by people who are relatively new to 50, but have some gear under their belts. That way the dungeons won't divide up the available player base and make it harder to get into one.
Last edited by Fendred; 08-18-2014 at 04:18 AM.
I could see the 2.4 dungeons requiring either i80 or i90.
I miss MMOs where trash was difficult and you had to CC and work together and not just gather up and aoe... *sigh* the good old days
This is the challenge a lot of ppl are looking for, unfortunately you need to be lucky and find a random group with low ilvl.I had the opportunity to roll through the 2.3 dungeons in an iLevel minimum party to truly see the difference (after weeks of steamrolling them at i100+), and I have to say, they are pretty damn difficult at those levels, and even more so if someone is new. Especially Stone Vigil HM, where we wiped to the triple Aevis room because the healer and monk didn't have enough HP to survive the three AoEs going off at once. It took some planning.
Tam tara hm was really hard the first time, our dps was such a low level that we couldn't beat the last boss. even though I dps the adds too as a healer and our tank. But it was hard due to the dps check not the mechanic
http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)
Yeah, this is one of the reasons why a lot of people were against raising the ilvl cap back in 2.1. I don't mind being able to speed run old dungeons, though, if only to get stuff that is no longer relevant to the current progression, but has nice item models (like the damage dealer dark light sets).This is the challenge a lot of ppl are looking for, unfortunately you need to be lucky and find a random group with low ilvl.
Tam tara hm was really hard the first time, our dps was such a low level that we couldn't beat the last boss. even though I dps the adds too as a healer and our tank. But it was hard due to the dps check not the mechanic
Only way to make new dungeons hard is to actually put a strict ilvl cap on it. So it won't allow us to steam roll it in half an hour with our shiny raid/ hunting gear.
Doesn't matter how gimmicky it is ( excluding wipe mechanics ) as our super over geared characters will easily take it to the face and pump over excessive dps.
No puns intended*
So yea if SE wanna start fixing things, strict ilvl cap is the way to go. Cuz atm we can be ilvl110 and steam roll content with no ilvl caps.
Like wouldn't it be messed up if we were allowed to use tht much power in ifrit hm?
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