i110 and it's not further down because gear should matter.
But you're in luck because HW will include a feature where you get the option to sync a dungeon down to the minimum item level for the dungeon. Please look forward to it. Hai.
So if housing was more available and thus easier to get a hold of, bots would buy them to flip them, a practice that only exists because of the difficulty of getting a house? That is a silly argument. Flipping houses also revolves around interactions and good faith trades, something that bots and RMT can not take for granted when deciding their actions. It's why they're in the materia and shard/crystal buisness. It's low skill, high volume, hands off stuff.
Housing as a system matters little on any server with a large population, because all lots are taken. It's not acting as a gil sink, because the only transactions that are going on are giving large amounts of money to the already rich, and it's not acting as a boost to the economy because so few people are looking for furnishings. In addition, housing provides several high demand items through gardening, which means that if you're rich enough to buy a house you have access to several ways to make yourself richer. With the addition of Free Company crafting and Airships, this will only get worse. Housing is straight busted on servers with high pops, and only through massive increases in how many there are will this get any better.
I'm pointing out that the reason people are complaining about housing is for entirely selfish reasons, and not for any perceived broken way of handling how they were sold to players or FC's. RMT's have more money available then players, the would with absolute certainty make sure that any mechanism to increase housing would again be made scarce. This is only resolved by getting rid of the demand for housing entirely, which means getting rid of the ability to have a community-oriented house in favor of instances that nobody but you can use. We already saw this in Version 1.0's Market board/Retainer system. It was garbage. If you didn't set your retainer up in the first 10 minutes the servers went live, you were never getting a spot. This is also true in other games that have limited space. Hackers and bots get everything first. The only solution is to get rid of housing altogether. I'm not going to campaign for that. Join a FC if you need a house badly enough, that's the entire point of them. Not for players to create thousands of tiny FC's, but for there to be only a handful of large FC's.
On Topic:
Yoshi-P says the dungeon content was designed without the healer contributing to DPS. There is no other way of interpreting that.
If players are going to continue to take up healer slots on content only to DPS, they are making the job harder for the player that is actually doing their job. It's rather irritating to have a full RAID where none of the Tanks want to be the main tank, because they all joined wearing DPS gear, and it's also irritating to have repeat wipes because players are taking up the healer slot so the they have a fast queue and don't actually do any healing. Combine the two, and you unwinnable raid's where nobody gets past the first boss.
Absolutely disagree with the OP, I've always felt that part of the reward for getting geared up is being able to do things like aoe pull and brute force through bosses instead of having to do every mechanic perfectly. That's one of the most satisfying parts of getting gear and something good MMO's do, in my opinion anyway.
Power creep is what bad MMO's do. FFXIV resolves this by having ilevel sync so you can't just solo every piece of content with an AOE burn and a stack of healing pots. But the ilevel sync is not set at a point that actually makes the dungeons fun, rather it's set at a level that either makes them not a challenge, or not set at all (eg MSQ,and all Raids) so that it becomes a push over and not worth the reward for the time spent.Absolutely disagree with the OP, I've always felt that part of the reward for getting geared up is being able to do things like aoe pull and brute force through bosses instead of having to do every mechanic perfectly. That's one of the most satisfying parts of getting gear and something good MMO's do, in my opinion anyway.
V3.0 is supposed to give a "no sync" option and a "minimum sync" option to all the 2.x content which will likely make it so that nobody ever queues for this content again outside of leveling a new job.
@SarcasmMisser, 6 tanks and 6 heals in 24 player raid is too damn many to begin with.
No game with that many players in a raid has taken more than 3 tanks(norm is 2) and 5 healers unless your raid is bad and stands in stuff.
Both of my last raid teams 4 healed 24/25 player raids. WoW's lfr is 2 tank 5 heal.
6 and 6 is entirely unnecessary.
Disagree, player power should increase, I've played in games with very little power creep, it's just awful when my character doesn't feel that much more powerful because of the lack of player power increase. I've always preferred incremental vertical progression models for MMO's where your power does increase and in time it does reach the point where you can overpower old content. If anything I'd prefer gear did more in the lower level dungeons and that our various skills and abilities wouldn't be locked out and instead just have their numbers reduced appropriately.Power creep is what bad MMO's do. FFXIV resolves this by having ilevel sync so you can't just solo every piece of content with an AOE burn and a stack of healing pots. But the ilevel sync is not set at a point that actually makes the dungeons fun, rather it's set at a level that either makes them not a challenge, or not set at all (eg MSQ,and all Raids) so that it becomes a push over and not worth the reward for the time spent.
Labyrinth of the of the ancients in the duty finder gives you six tanks and six healers for some reason.@SarcasmMisser, 6 tanks and 6 heals in 24 player raid is too damn many to begin with.
No game with that many players in a raid has taken more than 3 tanks(norm is 2) and 5 healers unless your raid is bad and stands in stuff.
Both of my last raid teams 4 healed 24/25 player raids. WoW's lfr is 2 tank 5 heal.
6 and 6 is entirely unnecessary.
Well alliance is split up later, so this allows each group to have 2 tanks and 2 healers when doing Atomos event.Disagree, player power should increase, I've played in games with very little power creep, it's just awful when my character doesn't feel that much more powerful because of the lack of player power increase. I've always preferred incremental vertical progression models for MMO's where your power does increase and in time it does reach the point where you can overpower old content. If anything I'd prefer gear did more in the lower level dungeons and that our various skills and abilities wouldn't be locked out and instead just have their numbers reduced appropriately.
Labyrinth of the of the ancients in the duty finder gives you six tanks and six healers for some reason.
Ah gotcha, that makes sense. I only did Labyrinth once and the other tank told me to smack Atomos for a while and not to worry about anything else. Then doing Syrcus and WoD I thought it was weird there were only three tanks instead of the six from the raid before.
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