I was surprised by the ilvl jump. IIRC 4.1 increased the max ilvl by 10 points or so? 4.2 sends it all the way to 370 o.O
I was surprised by the ilvl jump. IIRC 4.1 increased the max ilvl by 10 points or so? 4.2 sends it all the way to 370 o.O
4.1 moved it from 310(Verity) to 340(Creation - augmented of course) max, did it not? So it's the same jump if I'm not mistaken. The non-augmented new tomestone gears should be at 360, and augmented at 370(haven't looked at them yet myself since I know I don't have what's needed to buy any of them).
4.1 did not increase anything as it was an odd numbered patch. You mean 4.05. But this ilvl increase is part of 4.0 actually (delayed to let people enjoy the MSQ). In 4.4, we will again see a 30 ilvl increase.4.1 moved it from 310(Verity) to 340(Creation - augmented of course) max, did it not? So it's the same jump if I'm not mistaken. The non-augmented new tomestone gears should be at 360, and augmented at 370(haven't looked at them yet myself since I know I don't have what's needed to buy any of them).
My mistake, I thought we already had 330 at 4.0, and 340 at 4.1.4.1 moved it from 310(Verity) to 340(Creation - augmented of course) max, did it not? So it's the same jump if I'm not mistaken. The non-augmented new tomestone gears should be at 360, and augmented at 370(haven't looked at them yet myself since I know I don't have what's needed to buy any of them).
The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE
Yup, they make everything obsolete so quickly I'm disinclined to really put any effort into gear.
"Hello, I'm auditioning for the role of Ser Aymeric de Borel, and I'll be singing Electric Chapel by Lady Gaga"
more people need to like this post, as this is the true issue in this game.I think as long as FFXIV retains such a strongly vertical progression system, there's little chance of power creep slowing down. As others pointed out, the percentage increase of +2 damage now is roughly equivalent to the +1 damage we got in ARR.
That said, I think the power creep is a god-awful idea, and it has dealt a severe blow to my motivation for end-game content (there are other reasons I avoid it as well). Not only do small incremental boosts feel boring and worthless, I also know that the same boosts will be a lot easier to get in three months.
SE would be well-advised to start branching out, introducing gear that improves ability performance in certain ways to adjust how jobs play (a pseudo "skill tree" system, built via gear). Give me WHM gear sets that add a Stoneskin effect to my Cure, or increases the performance of my Regen. Give me gear that alters how Lilies behave and makes them more useful. Give me gear that adds a small AoE effect to Esuna, or an additional debuff effect for Break. These changes would be fresh, they'd provide a smaller damage buff than we get via item scaling, and they'd be easier to build stable content around (SE could simply test content sans bonuses to ensure proper balance).
That said, SE has demonstrated nothing but rank incompetence and an astonishing lack of creativity when it comes to itemization. I've little faith they'll ever move in this direction. Still, Eureka might surprise...
My issue at present with the power creep is how we have to obtain the ilvls right now. I don't know if this was the case with HW mid-patches when you guys got Gordias, but presently, I'm completely locked out of endgame because the only way to hit minimum ilvl is for me to grind out Rabanastre and POTD for those creation tomes so I can upgrade my 330 gear. Sorry I couldn't get involved with O4S, but that's irritating because I'm ready to jump into the new EX/Savage fights and I can't.
Unfortunately, developers SPECIFICALLY do it that way. It's not lack of competence or lack of creativity. They want gear to be strictly stat boosts, and furthermore, they want the choice of gear to be a case of "ilvl check, if higher then equip". You can see that with how almost every piece of healer gear have piety in the 61-70 range, so even if you'd be willing to sacrifice a tier of gear to have lower stats, but different ones, you rarely can. You'd have to pick a gear that just can't keep up.
This is in an attempt to simplify the game, to make it more "casual friendly" and to avoid situations in which players fail to pick a working "set", by focusing on "wrong" stats. And I'm sure to make balancing easier...All in all, for it to change, the developers need to realize that people play RPG games for options. For straightforward advancement, they play action or FPS games.
Balancing Savage around day-of-update gear (instead of week three), and bigger jumps in stats within same iLvl tier, it just looks to me they're trying to make Savage more accessible to those folks who need capped item level via weekly tomes plus handout upgrade items in the next odd update to make ends meet. Where-as the rest can make do with the starting crafted gear or +10 in iLvl from that.
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