

Oh I agree. Besides if you made players have to run a dungeon 8 or 9 times to get the item level for the next one. The problem then becomes that players would end up getting so much exp being level 70 before they even completed a level 65 set of gearYou make a fair point. However, gating off by ilvl throughout 61-69 creates a problem as well because your essentially forcing players to run the dungeon a good 8 or 9 times to get the full set, and if you're lucky enough with RNG, the weapon. That's not a good way to keep players invested, even with the HQ gear that MSQ will give you.
Exactly. The solution is making gear last longer. Off the top of my head, I can think of gear that you can actually improve - say, the Shisui gear at 270. Have it grow with your character until Doma Castle. Tweak the system that we had with the HW relics and allow us have a certain amount of points to pour towards certain substats as we strengthen the gear (in story, call it adjusting the gear with experience of structural gear weaknesses). Same thing with your AF armor at 290. Let us strengthen it until the first big threshold, which is 320. Let the tomes allow us to improve base stats to a certain degree, like maybe 7-8 points. Nothing that encroaches on raider's gear, but something that actually makes gear worthwhile. Nothing game changing enough that you'd need to rely on theorycrafters, but just flexible enough to just toy around with some builds. It lessens the strain on developers trying to create new gear for each and every dungeon, and lowers the duplicate sets that we keep on getting.
Is this idea good? Maybe, maybe not.
But it's an idea that helps with the gear system we have now, and plus, it would actually encourage players to get a full set. Does it resolve the exp issue? Probably not. But surely somebody at that development team can think outside of the box on this.
I know I didn't really address you - but it got me to thinking abut a few things.
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