What hurts is people who cannot show patience and civility and remember it's a game that is meant to be played, not an inconvenience meant to be overcome.


instead of ilvl sync, they could slow down on the gear progression. It's so boring that new content gets old in just a couple of months. Instead maybe upgrade ilvl once a year and release a big set of new dungeons. Getting new gear and all that every 3 months makes it so pointless to even get gear in the first place
http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)


I like the OP's idea, but I think it should be an option, which grants you more Sol and Poetics should you choose to sync down. Maybe allow a group vote or something right when you zone in. That way you can choose runs that last longer, but pay off better, or runs that can be steamrolled, but pay less.



I say actually make these random dungeons actually HARD and not incredibly easy and stop nerfing every thing.
Hindering our gear won't make nothing engaging, it's already too easy to begin with.
I miss pre-nerf AK, never did pre-PS.


Old level 50 cap dungeons are not fun to do, there is almost no reason to do them unless you are working on a relic. They should not put level sync on them it really servers no purpose at all except make the runs take longer which I do not understand why. I almost will never run a high level roulette because I lose 20 ilvls doing those dungeons and it takes longer then doing non ilvl capped stuff.
I definitely think a scaleable ilvl sync needs to be applied from WP onwards to maintain the relevance of the content. So sorry speed running end-gamers, if you are so desperate to speed through things to get items, and demand that the content be left faceroll easy, why don't you just ask for item hand outs for needy lvl 50 players? I mean what is the difference? You complain about having to grind these dungeons for the relic upgrade questline, and demand that they be kept as easy as possible to facilitate a mindless and fast grind for *your* convenience. since the content takes no real effort from you, and you'd like to do it in as little as time as possible, effectively you are treating these speed runable dungeons as limited effort handouts for lvl 50 players in need of items.
From my point of view, it sure seems like you wish for game content to be made irrelevant for your convenience, no matter the impact on others. That's pretty selfish.
Dunno why, but this article resonated;
http://hothardware.com/News/ea-devel...verage-players
...since it features the head of EA saying that games are too hard to learn because it takes an average gamer 2 hours to learn a game, and therefore they need to be made easier....translation "too difficult, takes too long, make easier, take less time, happy gamer."
Last edited by Kosmos992k; 02-10-2015 at 06:39 AM.
I understand what the OP is saying but I dont agree. At this point its just "PAY BACK!!" I remember running WP and AK wearing little more then AF gear. The mobs didnt pull any punches then, so why should we now? Let them "FEEL THE PAIN!" lol It might be nice to have a option to run old stuff at item level, but it would be a hard sell to get many level 50 players to use it. "remember this is just my opinion"

i wish the ilevel sync would show the stat changes on the item card like how level sync does
my average item level isnt above the cap, but my gear that is above the cap is definitely getting reduced stats, but it doesnt show by how much
Hear, hear! I cannot agree more with you Kosmos! Let's not forget that there are new players logging in every day, which is what keeps the game going strong, and most of them (myself included) are there to enjoy the content of this great story as it unfolds. I remember my first time in one of the new level 50 dungeons I was excited to check it all out and was thoroughly disappointed as the tank just ran as far and as fast as he could, assuming I knew what was going on and expecting me to keep up and heal him. I heartily agree that the ilvl sync should be adjusted a bit more to make the content relevant for all players. Looking for a speed run? Ask your Free Company or a friend. Players are already rewarded for their time with extra tomestones, which is what they are there for in the first place. For me, it can be just as fun sometimes to help new players through a dungeon for the first time, ensuring their experience with the game is a good one overall. /endrant
I agree with the OP, but it probably wont solve one of the major problems I have with the end-level roulette mentality; people assuming you also have done the dungeon enough times to do it blindfolded.
Me and my friend queued up for a 50 dungeon that neither of us have done (both of us dps). And although the chat-log clearly informed the party that at least one person is doing this for the first time, tank and healer blazed off, pulled 5 groups, and we had to catch on to the plan and aoe things down. Once we reached bosses, we fought them. No explanation was given, and no time was given to ask, "Hey, is there anything we need to know about this fight?". Only getting yelled at when we did some thing wrong (that isn't obvious unless you knew the fight).
After completing the dungeon and reflecting back on the run, it didn't feel like me and my friend did a dungeon. It felt like we were two lead weights that were inadvertently being flailed about as the tank and healer were sprinting to the finish-line. Even though we completed the dungeon successfully, it certainly wasn't enjoyable.
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