At the rate we're going, we will have i270 gear, i275 weapons by the end of 3.x
Minimum required ilevel to go into 4.0 will be a bit lower... Probably around i230-240.
At the rate we're going, we will have i270 gear, i275 weapons by the end of 3.x
Minimum required ilevel to go into 4.0 will be a bit lower... Probably around i230-240.
I mentioned this a year ago. Even back then the ilevel trend seemed ridiculous. The purpose of ilevels, though, is to quickly assess a player's gear compatibility with a specific instance. it has to do with how porrly designed the game is in general. /shrug
I'm not sure I personally see the issue here?
Are you afraid of our numbers getting too big?
I don't really see a problem tbh
The game has been out just under 2 years(on ps4, even longer on pc) and I've been playing (on and off to be fair) since ps4 launch
I like seeing how far our characters have grown over that long period of time.
Just treat the two as two separate entities that have no bearing on each other and you'll be fiiiiiine~
Character Level - a value of how experienced and skilled that character is (however, not a reflection of actual player skill, more story-line driven skill)
Item Level - a value that tells you how powerful a piece of equipment is with respect to other pieces
Just know as either number gets larger, your character becomes more powerful in an undetermined sort of way.
Larger numbers make it arbitrarily difficult to crunch down specifics, and in general just looks really, really silly. Example from WoW, their tanks had over 1 million hp. It started to get out of control with individual gear pieces giving over 500 in primary stats alone, and hp pools look really silly when you start to hit the millions (and at the same time, starts to lose the impact of gearing when you hit the hundred-thousands). In retrospec, by the fourth expansion, Players had more hp than a boss designed to be killed by 40 people, and as a single player, was doing more dps than an entire 25-man raid.I'm not sure I personally see the issue here?
Are you afraid of our numbers getting too big?
I don't really see a problem tbh
The game has been out just under 2 years(on ps4, even longer on pc) and I've been playing (on and off to be fair) since ps4 launch
I like seeing how far our characters have grown over that long period of time.
As long as they keep the ilvls lineiar instead of sporadic (10-15 ilvl per tier), it'll be a while before we get to that point, but each expansion cut off is what's the issue when it comes to gearing (How long do you want the highest tier of raid gear to last in the new expansion's leveling process?)
In WoW's case, the highest piece of gear available in Catacylsm (that is, heroic difficulty of Dragon Soul) is the same ilvl as a dungeon drop of a level 85 instance in Mists of Pandaria (and mind you that cataclysm was a level cap of 85). In FFXIV's case, FCoB gear would last you up until level 55. It's a tricky line to balance; Do you want to reward players for having cleared the highest tier of raiding before the epxansion hit (in consideraiton of everything, such as how accessible/nerfed/difficult the raid was, and the tomestone gear alongside it and how accessible that was), or make it in line so everyone has a fair starting point regardless of their previous raid progression?
Last edited by RiceisNice; 03-28-2016 at 03:47 AM.
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Part of me feels that the story actually refrences the fact that we have a higher ilvl then our normal lvl, what with Elidibus himself saying we are enroaching on the relm of the Gods with how strong we have become. And while it probably is a coincidence, our ilvl didn't start to jump up really high again until AFTER we had gotten all the Crystals of Light again.
How I see the new abilities:
Asylum - Get ready for my holy spam because that's the only healing you gonna get.
Aero III - I guess I should put some dots up before holy spamming.
Assize - I need more MP to spam holy even more, also stop getting hit in the face.
Tetragrammaton - I guess I should heal that tank now.
Stone III - There's less than 3 mobs left alive. - Ragns Meuhie
To be fair that was an issue with stats and power creep and not item levels (just making a point, not saying that was what you were implying). When WoW squished their numbers at WoD launch it didn't impact the item levels of the gear, just the stats on the gear and how character power scaled upward. WoW's item levels are over 730 in their 5th expansion, but now character stats are much more reasonable than before.Larger numbers make it arbitrarily difficult to crunch down specifics, and in general just looks really, really silly. Example from WoW, their tanks had over 1 million hp. It started to get out of control with individual gear pieces giving over 500 in primary stats alone, and hp pools look really silly when you start to hit the millions (and at the same time, starts to lose the impact of gearing when you hit the hundred-thousands)
The inflated numbers are also partly because of how they handled gear progression from early-new-expansion questing versus previous-expansion's highest tier. I clarified it a bit back in my post via edit.To be fair that was an issue with stats and power creep and not item levels (just making a point, not saying that was what you were implying). When WoW squished their numbers at WoD launch it didn't impact the item levels of the gear, just the stats on the gear and how character power scaled upward. WoW's item levels are over 730 in their 5th expansion, but now character stats are much more reasonable than before.
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See the thing is, WoW did a really weird stat jumpLarger numbers make it arbitrarily difficult to crunch down specifics, and in general just looks really, really silly. Example from WoW, their tanks had over 1 million hp. It started to get out of control with individual gear pieces giving over 500 in primary stats alone, and hp pools look really silly when you start to hit the millions (and at the same time, starts to lose the impact of gearing when you hit the hundred-thousands). In retrospec, by the fourth expansion, Players had more hp than a boss designed to be killed by 40 people, and as a single player, was doing more dps than an entire 25-man raid.
As long as they keep the ilvls lineiar instead of sporadic (10-15 ilvl per tier), it'll be a while before we get to that point, but each expansion cut off is what's the issue when it comes to gearing (How long do you want the highest tier of raid gear to last in the new expansion's leveling process?)
In WoW's case, the highest piece of gear available in Catacylsm (that is, heroic difficulty of Dragon Soul) is the same ilvl as a dungeon drop of a level 85 instance in Mists of Pandaria (and mind you that cataclysm was a level cap of 85). In FFXIV's case, FCoB gear would last you up until level 55. It's a tricky line to balance; Do you want to reward players for having cleared the highest tier of raiding before the epxansion hit (in consideraiton of everything, such as how accessible/nerfed/difficult the raid was, and the tomestone gear alongside it and how accessible that was), or make it in line so everyone has a fair starting point regardless of their previous raid progression?
Wotlk you had maybe 15-20k is hp tops
Cata came out and all of a sudden people had 100k hp
Then comes MoP and out of nowhere tanks are having more than 1m hp, and in the case of a certain dps *cough*destrolock*cough* even they could reach 1.2m hp, as a dps.
I personally don't see 4.0 hitting and all of a sudden were at 300k hp
If wow just kept a similar increase to what tbc and Wotlk were, Cata would've probably only had 50-60k-ish and mop would've been 100k-ish, but instead they decided "hey let's just give the players a stupidly obnoxious stat jump"
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