Quote Originally Posted by Ilan View Post
And now imagine you farmed gear for an eternity because you didn't take a break and you que up for something and end up in a dungeon where your complete gear is useless and the dungeon feels like chewing gum because of it. Would you que up for it again if you don't really need tomes or something else? I don't think so.

It would be way more important to implement a min ilvl for every single dungeon.
First thing I would like to point out is that no gear in this game is hard to obtain grinding barely exists especially compared to other MMOs... FF14 makes it seem like child's play so when you say that obtaining gear takes an "eternity" I'm not sure what you mean by this >_> the only thing that required alot of grinding were the atma weps etc when they first came out but it's just for glamour now. Gear is so irrelevant in this game as they consistently add a new best gear set every update you holding on gear a few months at best.

Also grinding for gear honestly doesn't really matter in this game unless you are doing the hardest level stuff going back to lower tier stuff with a ilv cap doesn't really affect anything but clearing something a few mins faster hurting the player's ego because they can't kill them as fast as possible to get their boring ass tomestones to obtain more useless gear that is about to become irrelevant a couple of months later.

You're literally just clearing content a few mins faster to ruin the mechanics of the actual fight this is just a complete failure of design choice from the devs and it gets worse the further back you go with content. How is it hard to understand that the design of said dungeon/fight wasn't designed for being 100+ ilv over the required avg ilv of entering.


While I agree with you that min ilv is also required, my post is talking about there being a ilv cap but it just goes to show how poorly thought out the dev team has been with ilv requirements on both ends.