I think the ilvl sync isn't bad but I think it should have been implemented sooner. In regards to roulettes I think the constant shuffle is somewhat monotonous. But also people who have been farming experts for a patch don't really want to go back to the same dungeons and the high level roulette makes sure they get spread out more.
I think there need to be more than 3 dungeons on the EX roulet >_>I think the ilvl sync isn't bad but I think it should have been implemented sooner. In regards to roulettes I think the constant shuffle is somewhat monotonous. But also people who have been farming experts for a patch don't really want to go back to the same dungeons and the high level roulette makes sure they get spread out more.
This change is actually the reason i am looking for a new mmo to play. I spend all this time grinding gear only to be told i cant use it to its full potential? Literally wasteing my time in that case, not even interested in the rest of the games content right now as i dont have time to run it.
I think the level sync is to avoid problems caused by players with very different ilvl playing together at the DF.
A fresh level 50 tank would have ever bigger problems to get hate if the veteran players have higher and higher ilvl, for example. A fresh level 50 healer would have problems healing a super geared group trying to go fast.
Going slowly with very high level gear because someone on the party has much worse gear is more boring than being level synced and having to work a bit.
Player
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).
I personally like Level sync
I think the fact that I can run lower fates with my lower leveled homies, and I cant Overpower through every dungeon on the list bc I've been playing long enough to hit Ilvl115 is better than the alternative. Extra rewards? They do compound extra rewards when new players complete any instance, so there's your incentive.
On that note, a great alternative would be to sync when you use the duty finder, and not sync when you enter the instance at the actual entrance.
Do you mean like you can enter an option to level sync or not? It may be good for people who want to play the dungeons are the original intended difficulty.
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