It's okay really, the dungeons are synced at 110, more then enough. Otherwise people would exploit instances to grab chests and/pr burn through the content way too fast.
It's okay really, the dungeons are synced at 110, more then enough. Otherwise people would exploit instances to grab chests and/pr burn through the content way too fast.
When undertaking a duty utilizing item level sync, the item level of any gear exceeding the maximum item level will be adjusted accordingly. ..... While item level sync is active, any materia that is equipped will not increase players’ attributes.I'm not totally against the idea, but at 110 it seems a bit pointless. Kinda already passed the point of marginalizing dungeons at that point already, so why bother?
Blanket disabling of all materia however, is a huge jerk move. Materia's a large investment for not a lot of gains. If someone pentamelded one of those i90 as a sidegrade to myth you should just let them have it.
Sounds to me like only gear exceeding the maximum iLvl will be affected, i90 crafted stuff should be fine.
Level sync is great. Being able to run low level dungeons with new players/friends is a feature ALL mmos need to incorporate. This isn't what the thread is about. If it was optional it would of been a better move. Not forced on the entire playerbase.
The implementation of this seems weird to me. Sure the current (soon to be previous) expert roulette dungeons are simple with i110 gear, but I don't understand why they will have the same i110 cap as WP and AK. You'd think there'd be a scale or something. Like:
WP/ AK >i80
PS/ CM (HM)/ HM (HM) > i90
LC/ Halitali (HM)/ Brayflox (HM) >i100
Hullbreaker/ Tam-tara (HM)/ SV (HM) > i110
Or if they were to make the level sync as lenient for all dungeons as it is for WP/ AK then Hullbreaker and the other i70 dungeons would have a cap of i135.
Well, either way it just seems a bit pointless, but odd that the i70 (required) dungeons can't be anymore overgeared than they could on release.
Pretty much this. Level sync need to be optional
Frankly speaking, I'm glad that an item level sync is being implemented. It will force players to optimize their rotations instead of having to rely on high-level gear as their main boost in damage. My only gripe is that the syncs aren't lower for certain groups of dungeons, and nerfed dungeons aren't back to their former glory of difficulty. An item level sync is a step in the right direction. If SE could make more difficult 4-man dungeons in regards to mechanics and requiring players to know how to play their class to acknowledgeable effect, an item level sync may not be necessary.
Those are my two cents on the matter.
I'd just like to know what is so bad about keeping these places relevant and challenging at the same time. At i110 these dungeons are way too easy as it is, and it'll only get worse as iLvls go up. In ten years I'd like to have the same experience in Brayflox HM as I have at this moment, not go into it as a god, one shot everything and think "Hmmm, that was more boring than I remembered". Also let's not forget the fresh 50s who are still doing the gear stepping stone game. In a couple of days, they are going to lose being able to buy myth sets with Allied seals for cheap, so all they'll have are the dungeon run loots to work with while they farm. Why should those people get a watered down version of the dungeons we run, just because overgeared people make it too easy? Let's not forget the item sync works on players ABOVE i110, not BELOW.
It actually won't, that's sort of what this whole thread is about.
I do find it interesting though that I've never encountered a single individual in the game who was upset that new gear made them more powerful than they were before, but here it seems to be some kind of epidemic.
It may have to do with inexperienced or bad players being given powerful gear too quickly before they know how to play their jobs well. While upgrading your gear may give you a bit of an edge, that means nothing if the players donning it don't know what they're doing or don't follow mechanics that can potentially wipe an attempt. Some players coin people who participate in hunting Elite Marks "Soldiery Superheroes" due to only knowing how to zerg without properly learning how to play, despite having such good gear. Catching up, though it may be helpful, can also be a bane unless a player's skill improves alongside their gear through understanding how their role works and applying that knowledge to proper effectiveness.
Or it could be that some people's e-privates are so fragile they absolutely loathe the mere thought of other players having good gear. I, for one, believe that good gear is useless if you don't make the most of it. It is a simple boost to your stats, but the real potential comes from the wearer. The gear only emphasizes that.
Last edited by SlyRoyale; 10-25-2014 at 01:17 PM. Reason: Speaking of loathing or words similar with dislike, this character limit is nothing short of annoying.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.