lately I use duty finder for things and keep getting people who are using crafting gear in dungeons as well as ct. can we please block that stuff from being worn when they clearly are not crafting. add a "poor gear" option in the dismiss tab.
lately I use duty finder for things and keep getting people who are using crafting gear in dungeons as well as ct. can we please block that stuff from being worn when they clearly are not crafting. add a "poor gear" option in the dismiss tab.
Some people simply put on one or two pieces of crafting gear when going into a run they've done before/still have plenty of decent gear for as a means to spiritbind the crafting gear or lower level gear. I myself usually run a couple CMs every day to spiritbind some older junk I then sell the materia of, and this does include crafting gear. CM is a lot faster than continuously killing mobs for hours, especially when my FC has the spiritbind boost action up.
However, I usually only try to wear one or two pieces of lower level/crafting gear at most, as I don't want to gimp my health and damage to the point I die easily to minor stuff. I also avoid spiritbinding top pieces of any kind since, outside of my relic weapon, I get my biggest boosts from my top.
But yeah, people going into runs like CT or Primals in any or full crafting gear is just... no.
Thats why gearscore should be calculated by bonus attributes from items, not from ilvl. Also solves the problem of 2 star hq jewelry with both main stat and vit still counting as ilvl 70 when its actual boost is much higher than darklight jewellry.
And make it unable to go below required gearscore by changing items inside.
Your gear has to be really bad for crafting gear to buff your ilvl. I've never seen this happen- crafting gear maxes at ilvl55. If that improves your ilvl, then your gear is really bad.
I agree though: the ilvl restriction needs to be enforced throughout the run, no swapping to lower lv gear afterward.
I also think getting rid of the average Item level idea would fix the issue. if u don't get jewelry to drop then buy some off the market. convert it to materia to get your money back later. they alsoshould just earmark crafting gear as its own category of gear. make it to were If u don't have all level 50 battle gear then u cant enter. combine this with the earlier idea of preventing a switch in the dungeon to stop people from using ct or dungeons to spirit bind there crafting gear. at least implore these mechanisms into duty finder. if 4 people want to do dungeons with crafting gear on as friends then let them. other wise use of duty finder should be for serious runs only.
Last edited by erzascarlett; 01-07-2014 at 02:45 PM.
If they went with total attributes it wouldn't make any difference. When they made minimum gear requirements for instances, they meant "minimum" to be able to try the instance at all. There are games where different pieces offer protection to different areas of the body. And if you had one piece weaker than the rest you would be vulnerable to damage in that spot. ARR does not work like that. each piece contributes to a common attribute pool. So whether they went by gear level or attribute total, people could still use a mix of good and bad gear to meet the requirement. Say one character has full darklight, another has full darklight except for one allagan/myth piece, and one crafted piece. The two characters still have comparable stats, and I'm not sure why that's a problem.
Question, are these players underperforming or are you just noticing their gear?
In the case of tanks or healers u have to be serious. tank/heals are the bigger part of the equation. so seeing tank/heals give up parry, vitality, mind or any other core stat cant happen. if I showed up as a dps with crafting gear on that took away 26 strength points id be cheating the players I am partying with. I simply could not do that. a tank should want max dps from the dps. as a dps I expect the tank to preform at the best level they can with the best gear they have for the job. last I saw GP, CP, perception, and gathering were not relevant to helping kill dungeon monsters. so if crafting/gathering stats help kill monsters show me those stats.
Well my point is, if SE made gear protect specific areas of the body, then that would solve this issue. If you have a weak or inappropriate piece, you would be vulnerable to a lot of damage from that spot and the average would mean nothing. I realize that would require major re-coding of the battle mechanics, and won't likely happen. But I don't see how SE can make gear requirements that are not based on averages, and still be fair to everyone. They want everyone to be able to try these instances when they reach the appropriate level to do so. The gear requirements were not intended so everyone can get a perfect party. They were intended so people could not enter ridiculously undergeared. If they can meet the requirement with 9 pieces and still play ok, what's the problem?
Just flag crafting gear to calculate as Iscore of 0 and don't allow changing gear once you get into a DF instance.
I agree and disagree at the same time![]()
I agree that crafting stats should not count in battle ilvl.
I disagree about the crafting. Sorry but some crafted ilvl70 + slotted materias are WAY WAY WAY WAY better than some ilvl 90 crafts (especially with the cheap rank 4 we get now and 5 slots). Like one said earlier, they should go with battle stats and not item levels to calculate the final stats level.
I even started looting some stupid 80 / 90 items just for the sake of cheating the ilvl requirements of some ppl out there, and once in the group, I just switch back to my equipment.
You would also have to disallow changing gear AFTER joining the party for your scheme to work Apollo![]()
Last edited by Chryzo; 01-08-2014 at 07:43 AM. Reason: ...
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