Like I said it would be until they implement ilvl sync, the current situation is far from good, but at least there's something you can do to deal with it in the meantime.It's called artificial difficulty - It takes almost no work at all to hit i90 minimum, so purposefully lowering you ilvl to get a challenge when the game's current progression makes i90-100 almost...no work at all, is kind of...bad design. They mostly intend the dungeon for people who don't play the game and are playing catch up (yoshida's philosophy.)
I could play using one finger and a blind-fool to make the game "harder", doesn't it mean I should. It's not satisfying or anywhere remotely interesting.
People want to be challenged, they want something that makes them test their own skill without limiting or gimp themselves. They want their limits to be pushed. It doesn't make any sense to try to get better with better gears only then to gimp ourself for a "challenge". What's the point?
Artificially lowering your ilvl wouldn't accomplish much in the current environment anyways. There are healers that get annoyed with lower geared tanks, tanks that get annoyed with lower geared healers, and overgeared dps that carry undergeared or underperforming dps. By syncing the whole party to the same level, it ensures that everyone has the same starting point, and keeps everyone's expectations within a reasonable realm.
Yes. For the love of god. Please give us engaging 4-man content progression instead of this garbage that requires at least i90 to do instead of this outdated-at-launch stuff that drops i80 and i70. There is no need to 'fill the curve' any further with how plentiful top-level gear has been made by tomestone inflation. People gear up to i90 pretty much instantly and I'd reckon in 2.4 it'll be even more trivial for returning players to gear up to i100. Give them something to do.
More mechanically complex plus an ilvl sync.
This way it's always challenging for the overgeared yet still appropriate progression-wise for minimum ilvl'rs.
Ppl only feel smug about this because of hunts and tome hoarding.
Hunts allow u to wear spirit bonding gear and get rewards that will build up quickly and get u easy i100-i110 gear. U can have never touched coil and could be geared to the teeth lol.
Knowing this, isn't it kinda messed up/ wrong for players to make such a big jump in gear; then only to tackle instances where they vastly outgear the ilvl it was designed around?
If u did tamtara hm with the minimum ilvl, the damage intake from mobs would seem really fitting as i was surprised at how fast the tank's hp dropped considering he had quite a few i100/i110 gear.
watPpl only feel smug about this because of hunts and tome hoarding.
Hunts allow u to wear spirit bonding gear and get rewards that will build up quickly and get u easy i100-i110 gear. U can have never touched coil and could be geared to the teeth lol.
Knowing this, isn't it kinda messed up/ wrong for players to make such a big jump in gear; then only to tackle instances where they vastly outgear the ilvl it was designed around?
If u did tamtara hm with the minimum ilvl, the damage intake from mobs would seem really fitting as i was surprised at how fast the tank's hp dropped considering he had quite a few i100/i110 gear.
When Tamtara came out, the playerbase was already iLevel 100 mostly. Not to mention ilevel 90 gears were already sold from vendor and iLevel 100 don't come from hunts.
Bards have shadowbind, smn has miasma and tri disaster, blm has sleep, monks have 1lp and AOD, Drgs have..oh wait.... It's not enough to increase hp and dmg proportionately and throwing some reskinned mobs into new hm dungeons. There needs to be some interesting mechanics like the ones in Sunken temple and Aurum Vale. You know, making players actually use the abilities they have at their disposal.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.
A simple example off the top of my head would be a trash pack of 3 mobs would have a leader and his hp and dmg is buffed by 300% if he is within 8 yalms of the other 2, effectively 1 shotting the tank. So groups either have to sleep the leader and kill the other 2 mobs or kite the leader away from the other 2 and killing them first. I'm sure there are many more examples that they can think of instead of AOEing everything down to kingdom come.
Last edited by skaterger; 08-18-2014 at 03:26 PM.
The 3 new dungeons were designed for a playerbase that doesn't exist. They are a waste of development manpower. When they came out soldiery was around for quite a while. They're not for new players either since they can be fully decked in myth gear in no time. These dungeons serve no purpose.
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