Quote Originally Posted by Toutatis View Post
Oh I've used it. Regular dungeons are just too easy and tank busters still hit like wet noodles. To me, min Ilvl doesn't add any interest to those dungeons. It just makes fights last longer.
I have to somewhat disagree, but maybe the dungeons I've used it on just felt better with it than others. Had I been doing Min Ilvl on the likes of Smileton instead of, say, Pharos Sirius, I'd probably come to a similar impression.



Again, though, I'm all for trying to also apply additional overarching tweaks to dungeons to make them more fun. Reducing trash HP while creating couple dozen or so additional special actions that trash might use to quickly spread across dungeons would go a long way. I'm all for revising the boss fights to give them some additional mechanics or even just triggers to aid pacing (letting downtime phases end early if everyone's already in position or both already in position and healed up). All that can still be done atop game-wide helpful changes.

I pointed out Min Ilvl simply as a feature we have now that we scarcely utilize, both because of how it's hidden away and that, reward-wise, it's purely a loss, instead of being at least competitive (even if only for skilled parties). It's an easy fix that could benefit the whole game.