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  1. #1
    Player
    LariaKirin's Avatar
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    Jan 2016
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    Laria Kirin
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    Scholar Lv 90
    Quote Originally Posted by Irenia View Post
    But can we just remove gear? Everything becomes cosmetic, and there is no more progression at endgame? Completely remove all semblance of this game being an RPG?

    Twinning was about as hard as the levelling dungeons if you jump in immediately after clearing the MSQ, but that doesn't last long given the gear upgrades. Many would be disappointed if that was removed in general, including myself. It's nice having your avatar get stronger alongside you building skill - it's an RPG specific joy.

    In the end, perhaps engaging pure healing cannot exist along character progression.
    Nah, removing gear is not a good idea. It's also pointless to think about because it's realistically never going to happen.

    Gear is what quickly trivializes whatever difficulty was designed into the encounters. The most they could do is close the gap between minimum item level and maximum obtainable gear. For example, if Savage/Tome gear were 520 instead of 530 now. If you look past the flaws of the old encounters, I think Unreal trials are an interesting view of what the game could be with less drastic gear scaling. I hope that Unreal is not just a piece of weekly content, but an experiment for scaling that they could make use of in the future.

    Healing has more to do with scripted encounter design. In my opinion, you simply can't make it enganging past the progression phase without some degree of unpredictability.
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  2. #2
    Player
    Absurdity's Avatar
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    Tiana Vestoria
    World
    Odin
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    Warrior Lv 100
    Quote Originally Posted by LariaKirin View Post
    Nah, removing gear is not a good idea. It's also pointless to think about because it's realistically never going to happen.

    Gear is what quickly trivializes whatever difficulty was designed into the encounters. The most they could do is close the gap between minimum item level and maximum obtainable gear. For example, if Savage/Tome gear were 520 instead of 530 now. If you look past the flaws of the old encounters, I think Unreal trials are an interesting view of what the game could be with less drastic gear scaling. I hope that Unreal is not just a piece of weekly content, but an experiment for scaling that they could make use of in the future.

    Healing has more to do with scripted encounter design. In my opinion, you simply can't make it enganging past the progression phase without some degree of unpredictability.
    Umm...what? Unreal isn't "less drastic gear scaling" unreal syncs you to what is essentially the base itemlevel of level 80, that isn't "less drastic" that is no gear scaling at all, it makes getting any new gear in the entire expansion completely pointless if it were applied universally.


    And yes, better gear is supposed to reduce difficulty in encounters, that's the whole point, making it possible for less optimized groups to complete an encounter in the first place.


    Sure, you can clear an entire savage tier in minimum ilvl gear with a very good static, good luck doing that in a random party finder group.
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  3. #3
    Player
    LariaKirin's Avatar
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    Laria Kirin
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    Scholar Lv 90
    Quote Originally Posted by Absurdity View Post
    Umm...what? Unreal isn't "less drastic gear scaling" unreal syncs you to what is essentially the base itemlevel of level 80, that isn't "less drastic" that is no gear scaling at all, it makes getting any new gear in the entire expansion completely pointless if it were applied universally.


    And yes, better gear is supposed to reduce difficulty in encounters, that's the whole point, making it possible for less optimized groups to complete an encounter in the first place.


    Sure, you can clear an entire savage tier in minimum ilvl gear with a very good static, good luck doing that in a random party finder group.
    Party finder is capable of and does clear Savage week one. I don't know what your point is supposed to be there.

    Why are you under the impression that I'm suggesting this be applied universally?

    Unreal requirements:
    Minimum Item Level: 430
    Item Level Sync: 435

    That means you can only go 5 item levels above the designed minimum item level. Comparing that to Extreme or Savage, where you can go up to 20 item levels above the designed minimum item level.

    I understand that it's designed for it to help weaker groups clear eventually. Squeenix is doing this to reach a desired clear rate, which means that the clear rate is more important to them than maintaining the difficulty.

    I know that gear is supposed to reduce difficulty. I'm saying 20 item levels is too big of an increase.
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    Last edited by LariaKirin; 06-08-2021 at 10:45 PM.

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