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  1. #1
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    Level Sync, Dungeons, Gear, and THIS ENTIRE GAME, and people dont mind?

    PLEASE READ BEFORE RESPONDING


    This entire game is about getting gear and progressing through new content.

    Literally the only reward in this game is new gear.

    You run dungeons to get gear.

    Thats the entire point of this game and now they are taking away that reward and setting you back to item level 110 for some dungeons and people dont mind?

    I literally only have my item level 70 crafters tool so i can be over geared and effectively and swiftly craft 2 star items. Imagine if they add item level sync to crafting also? Its the same concept and makes no sense to me.


    This idea/implementation to me makes no sense and i'm so confused as to why the community isnt vastly, and strongly against it.

    The item level sync system has been reinstated in PvE encounters. Furthermore, materia bonuses will now be granted to gear whose item level is below the item level sync threshold.
    * In order to maintain balance, materia bonuses will still be ignored in PvP encounters where an item level sync applies.
    http://na.finalfantasyxiv.com/lodest...1f30e41d038115

    The community at large:

    1. Doesnt like the poor duty finder wait times.
    (In my opinion if anything physical level sync should be removed by now, or having 1 tank 1 healer 4 dps per "light party" dungeons.)

    2. Doesnt like coil having echo and getting nerfed.
    3. Doesnt like long boring grinds for minimal effort and negligible rewards
    4. Doesnt like being able to over gear and blow through content thats supposed to be hard.
    5. Does like doing speed runs
    6. Does like over gearing and blowing through irrelevant content to get relics or help friends.

    Yet no one seems to mind item level sync for dungeons?

    All of this seems extremely counter intuitive.

    "Buff and over gear players for the actual fun and challenging content, restrict and prevent swift completion of old and dated content especially without buffing the rewards."

    I mean seriously?

    We even currently have this thread and people still arent talking about item level sync?

    http://forum.square-enix.com/ffxiv/t...-stupidly-easy



    +++++In my opinion if anything should have item level sync its older coil content, or at the very very absolute least savage coil++++

    Yet old coil is getting echo and buffs and nerfs and savage isnt getting item level sync and soon people will be able to over gear and clear it much easier.

    Lastly, if anything i feel square-enix should be going in the opposite direction. All these old dungeons, including all the way back to sastasha normal/story should have the physical level sync option removed thus if youre stuck on any part of the story you can simply over level it and solo it.
    (I dont believe this is the answer to this but something to alleviate new players wait times for dungeons. I mean why play the game if everytime youre a dps and have to queue for a dungeon you have to wait 30+ minutes. Its senseless.)


    Why on Hydaelyn are we getting item level sync for these old dated, extremely low reward dungeons?

    TLDR: (even though i asked if you could please read before commenting)

    This game is about getting gear and progressing. SE wants us to run old content but is now taking away the single entire reward (gear) from players by level syncing them to a lower item level. Why? and why isnt more people confused and strongly against it?
    (7)

  2. #2
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    A better answer for item level sync to me that would make sense is:

    1. Savage coil item level sync
    2. If they ARE going to item level sync dated/old/boring/rewardless content they should significantly increase the reward from the dungeons.

    Literally the current reward for doing "The Wanderers Palace" is 10 soldiery and 5 poetics.

    Now they are going to add item level sync, which isnt going to make it "harder" it will just make it take longer and restrict the item level 130 gear you earned.


    Quote Originally Posted by Garlyle View Post
    Personally I'd like to see them tighten up the iLvl sync (While, at the same time, making the dungeons more rewarding - even if just with more soldiery/poetics). A lot of the dungeons are actually really interesting and fun when you're at the kinds of levels they're designed for, but that... never happens.
    Is another option. But still the current implementation is lazy and does literally nothing, well except like i said turning your earned i120/130+ into i110.

    Quote Originally Posted by Kiara View Post
    Level Sync has its pros and cons.

    I agree with a lot of people here saying that without Level Sync, a hardcore End Gamer could probably just solo most lower level dungeons by themselves. And, let's say a Final Coil-geared DD rolls into a random Duty Finder Party with a fresh Tank and Healer... that DD would probably just steamroll / 1-shot everything in the dungeon outside of Bosses.

    But the one downside to Level Sync is that it does diminish what you've upgraded as a player:

    You finally get all that End Game Gear you wanted, and say, have the "Final Form" of your Relic Weapon. You go into a Low-Level Dungeon and your stats are all clipped. It undermines some of your hard work. There are times that it feels nice to be able to go into a Lower Level Battle and see the results of your progress (Max Gear, Max Weapon, etc.).

    Also, it reduces the effect of helping lower-level friends / FC/LS Mates, because you're Level Synced. You can't really escort them as easily through super tough fights as if it wasn't level-synced.

    To be fair, as others have said, the Level Synced Gear Level you're at is still higher than what you had to face when you originally went to that dungeon, so there's some advantage.

    Also, I think the issue the OP and some players feel is that Max Level Players go back to Lower-Level Dungeons because the game is pushing them towards that: The Duty Roulettes, Relic Quests, or getting Gear for Desynthesis, Minions, etc. So by pushing players to have to repeat / go back to Low Level Dungeons, it feels enough as a chore. At least let it be cleared as fast as possible (no level sync).

    Probably the best compromise is fine-tuning just what "Item Level Range" is applicable for each Dungeon. I like the idea from an earlier post that had something like "+20 - 30 iLevels" above that Dungeon's original iLevel for Syncing. In the long run maybe it's something like +20 - 40 iLevels above the Dungeon base (or whatever the majority of the player base likes the most).
    The best response in my opinion. ^

    Again though the best answer is to do level sync right or dont do it at all. Cant slap "item level i110 on all old content" and call it good. Its just too lazy imo.
    (4)
    Last edited by Daniolaut; 01-23-2015 at 09:29 AM.

  3. #3
    Player Able's Avatar
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    You do make some valid points. However, I'm not a min-maxer or anything like that. I don't play this game to be the most powerful. The whole MMO meta-game of getting the best gear to be the most powerful doesn't apply to me. I don't have time for it. So, no, I don't mind level sync. It doesn't compromise my personal experience in any way. I can see how it's aggravating to hardcore players, though. I like new gear for vanity more than anything else. I'm on T12 in FCoB because I like playing with my friends and it's fun. But, since the Dreadwyrm gear is kind of fugly to me, believe me when I say I don't lose sleep when I don't get drops from it.
    (6)
    Last edited by Able; 01-17-2015 at 05:06 AM.

  4. #4
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    Quote Originally Posted by Able View Post
    You do make some valid points. However, I'm not a min-maxer or anything like that. I don't play this game to be the most powerful. The whole MMO meta-game of getting the best gear to be the most powerful doesn't apply to me. I don't have time for it. So, no, I don't mind level sync. It doesn't compromise my personal experience in any way. I can see how it's aggravating to hardcore players, though. I like new gear for vanity more than anything else. I'm on T12 in FCoB because I like playing with my friends and it's fun. But, since the Dreadwyrm gear is kind of fugly to me, believe me when I say I don't lose sleep when I don't get drops from it.
    But you also dont mind them slowing you down without increasing or at least balancing rewards when they do implement the restriction?

    (I also agree all coil is pretty horrid. I prefer Final Fantasy style like Crystal Tower or Artifact Armor.)
    (0)

  5. #5
    Player Able's Avatar
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    Quote Originally Posted by Daniolaut View Post
    But you also dont mind them slowing you down without increasing or at least balancing rewards when they do implement the restriction?

    (I also agree all coil is pretty horrid. I prefer Final Fantasy style like Crystal Tower or Artifact Armor.)
    I don't mind it because I guess it's not hindering my enjoyment of the game. I do, however, acknowledge that it would keep a wealth of content relevant were they to do something like that. Very good point.
    (2)

  6. #6
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    Ogulbuk's Avatar
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    Atabey Guabancex
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    Wait a minute... I am new but I remember reading the latest patch notes and it clearly stated that they were disabling level sync temporarily until they addressed some material sync issue, and clearly said it was going to be reinstated. Your entire post seems to read as if this came out of nowhere. From what I understand, the window of time you were able to go through with un-synced gear was a month and 6 days.

    Or is there something I am missing? Were you expecting they would backpedal on this?
    (2)

  7. #7
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    JoeDono's Avatar
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    Jotun Lamora
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    The original point of level sync was to prevent veteran players from speeding through content and taking the experience away from the newer players in their party. The biggest example is the 2.0 Main Scenario instances. The lack of item level sync in those means that it's possible for a party of 4 overgeared veterans to speed ahead, lock out the 4 newbies from the boss fights, and beat the instance without them, ruining the newbies' experience of the dungeon.

    The best of both worlds would be for SE to increase the Roulette rewards, but split the High Level Roulette into some smaller roulettes, and then change item level sync to be more appropriate for the easier dungeons. Let's face it, ilvl110 for WP and AK is way too high. Even syncing down to i70 wouldn't make the dungeon that hard. With more roulette categories, veterans can run through the multiple roulettes with level sync and increased rewards, and the DF will still have a large pool of players to match up with newbies. The veterans that want to continue tome farming can speedrun the highest level dungeons as long as they want for the best rewards.
    (16)

  8. #8
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    Quote Originally Posted by Ogulbuk View Post
    Were you expecting they would backpedal on this?
    Hoping* yes.

    Or at least hope the community would make more posts etc about it especially since they did take the level sync away during the zodiac runs (which is another example of them expecting us to do old content to help new players. So now we did all that effort to get an item and those who are done were able to run it at item level 120 and any later or new relic runners have to do the quest on a different ground which is also senseless and isnt fair to new/late comers, while robbing those who are done of actually ever getting their weapon in the first place if they ever run those dungeons again.)

    Quote Originally Posted by JoeDono View Post
    The original point of level sync was to prevent veteran players from speeding through content and taking the experience away from the newer players in their party. The biggest example is the 2.0 Main Scenario instances. The lack of item level sync in those means that it's possible for a party of 4 overgeared veterans to speed ahead, lock out the 4 newbies from the boss fights, and beat the instance without them, ruining the newbies' experience of the dungeon.

    The best of both worlds would be for SE to increase the Roulette rewards, but split the High Level Roulette into some smaller roulettes, and then change item level sync to be more appropriate for the easier dungeons. Let's face it, ilvl110 for WP and AK is way too high. Even syncing down to i70 wouldn't make the dungeon that hard. With more roulette categories, veterans can run through the multiple roulettes with level sync and increased rewards, and the DF will still have a large pool of players to match up with newbies. The veterans that want to continue tome farming can speedrun the highest level dungeons as long as they want for the best rewards.
    And i agree with this, but this isnt what is happening. If they dont want veteran players running content with new players then they need to not be lazy with the relic quests implementations. If they do want vets running with new players so they dont get stuck then they, like you said need to find a balance.

    -up the rewards for the vet so they arent wasting their time to "possibly" get their relic drop or get a pathetic number of only 10 soli 5 poetics. (Vets shouldnt have to suffer low rewards and long runs of dungeons they're used to speed running for weekly tomes in a faction of the time just to help new players get through. Also as you said new players shouldnt be robbed of the experience entirely.)
    -Totally remove the party and level requirements for dungeons thus increasing the difficulty teaching the new player to use their skills accordingly if they arent going to increase the rewards
    -Or if they are going to go through with this item level sync, totally rework the relic quests so its balanced so that whenever ANY player does the quest its EXACTLY the same and like you said split up the rewards and roulettes to more evenly balance new players need to clear older content.
    -Or simply remove the requirements for new players to do all this old dated stuff.

    What they are doing now is robbing both the new player of their experience and the veteran of the gear they earned.


    Quote Originally Posted by Able View Post
    I don't mind it because I guess it's not hindering my enjoyment of the game. I do, however, acknowledge that it would keep a wealth of content relevant were they to do something like that. Very good point.
    I am not saying i dont enjoy the game myself either. I'm ecstatic about them increasing the light and alexandrite acquisition rates, what i'm saying is this is the very wrong way to go about trying to harmonize the community and getting new players an increased ability level and ensuring veterans feel rewarded properly.

    To me there is no point in having item level 130 or whatever gear if there is no content in which i can use it.
    (note i didnt say i wont be doing the things to obtain said gear, i'm simply stating there is no reward for getting the gear if there is no content to use it. If they decide to implement a savage for final coil and every piece of content or add content that rewards materia or gil or something else that you can use such and such gear then i'm all for it, but them implementing item level sync and doing nothing else then there is no point to having any gear really. In my opinion anyway.)
    (0)
    Last edited by Daniolaut; 01-17-2015 at 06:35 AM.

  9. #9
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    FranSeara's Avatar
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    Easy answer...Don't Over Gear for DFs. There's no point. Many DFs can be beat at item level, without any real problems. There's almost no reason to wear gear from the FCOB in item level 90 DFs. The point of item level gear 130-135 in my eyes its for the FCOB or Shvia Ex. There's no other reason to wear it other then showing off your gear. " Dreadwyrm gear is kind of fugly to me" Thanks Able. I think so to.
    (0)

  10. #10
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    Nutz's Avatar
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    Monkey Nutz
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    Pugilist Lv 60
    I've never been a fan of the ilvl sync personally. Given the way that they increase easily obtainable gear levels faster than the entry requirements for dungeons almost everyone is over geared at the start anyway. All the same, I remember running WP over and over while upgrading to darklight gear. Running it again (rarely) with massively stronger gear, to me, makes it more fun because it displays some sort of progression. "This used to be something kind of resembling a challenge, now look how I decimate it!"

    At 110 you can still do that, of course, but the 'progress' is halted for no particularly good reason. Further, it doesn't even apply to the 2 instances where it arguably is needed -- CM and Praetorium! Those instances are really balanced around i60 being the high end since most players do them back to back immediately after hitting level 50 for the first time.

    I guess there must be a subsection of people who feel differently, but to me there are 2 reasons to get new gear. The first is to be able to complete newer, harder content. The second is to more quickly and easily complete older content. If the second incentive is removed, the first one starts to feel fairly arbitrary to me. May as well require a pile of tomes to unlock the new content and just balance it at the same level as the old content.

    All that said, it doesn't really 'bother' me so much as make me wonder, 'why are we doing this?' It just feels like a system to slow players down in old content for no real reason at all.
    (2)

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