you are right, we will see, maybe i'm too much worried for nothing. however, i do sincerly hope that my concern never happend.
it can divide the community if the alexander normal and savage share the same loot limitation or stuff like this.
you are right, we will see, maybe i'm too much worried for nothing. however, i do sincerly hope that my concern never happend.
it can divide the community if the alexander normal and savage share the same loot limitation or stuff like this.
Did I just imagine them talking about how 2.0 onwards caused the iLevel to rise too fast, and that they were going to aim for more horizontal progression rather than more rapid vertical progression? I specifically remember them saying they'd slow it down for Heavensward, and now they're saying it'll be faster? I mean, Lv60 will put us at i170, they claimed i130 would phase out at Lv55, so in 5 levels that is a i40 jump. Now they're claiming a bigger jump per update, which would mean each new tomestone set has a greater difference than i20? Even if we go off it being i30 that would mean the new AF2 (assuming that isn't the i170 Darklight equivalent) is i200. By 3.5 we'd be in i290?
Power creep is a very real problem for MMOs over time, it would be prudent to take steps to avoid it early on, rather than aiming to reach ridiculous levels as soon as possible... Hope this is just a case of "People like seeing big numbers" and the actual stats increases aren't nearly as big, though personally I find having iLevels over double my actual level to be pretty ridiculous anyway.
Last edited by Nalien; 05-27-2015 at 03:04 PM.
Seems intentional. According to a fan-translated Famitsu article, they said:
This doesn't bother me, since I've never found power creep an issue.Patch cycle will be same as ARR with even numbered patches raising the item level cap. It will rise faster though (greater than the 20 ilvls at a time in ARR).
I don't outrightly support bigger numbers for the sake of them either though.
That said, I find most gear upgrades within a tier don't have much of an effect.
Except for the weapon which can be huge.
So I think this might be a good change. But since weapons are so strong in this game, I feel like that disparity with different item levels might be too large.
Other than the weapon, I do feel each item should feel like more of an increase than it is now.
I don't really care how big numbers are or get. When 10's or 100's of thousands become standard, you abbreviate with "k" to reduce clutter.
"M" for millions. All that matters is the progression within the tiers.
This is a stupid reason not to have unique bonuses on gear. In reality, there are literally dozens of contributing factors to a fight, and dozens of different skills used. Just like with player skills, these bonuses would be tempered and balanced so that no one skill outshines the alternatives.
It's funny how often I see this argument despite this sort of thing existing in quite literally every other major MMO on the market. And yet rarely do people consider one piece 'better' than another unless it's some exceptionally rare super-equipment with must-have stats.
Considering at the moment all gear is ilvl based, and people 'must have' the latest ilvl gear to be the best, people don't really seem all that concerned when a player walks in with a level 120 body piece versus a level 130 piece. It's significantly stronger, but people don't discriminate against it really. Same goes for the unique bonuses.
Honestly they need something to stop the gear grind getting stale, and this is really their only realistic option.
They could always be imaginative about it. Effectively make the stats the same as not having Mantra on Bard/Ninja, rather than some ridiculous 100 potency jump in skill damage. Gear gets to be more interesting, heck going off these list of changes, it looks like they'll be making it easier to farm gear from dungeons. You can go in with an incomplete party and not be level synched... If Foestrikers had some amazing skill attached like "Increases rate Limit Break meter charges" it wouldn't be hard to farm, you can just go in solo at i170 and clear the entire dungeon in minutes to farm the gear.
Last edited by Nalien; 05-27-2015 at 05:16 PM.
I don't see the procs and what not working in this game and probably makes it easier to balance classes (don't keep up on specific balance changes or relative power level) but it's probably easy to say "Dragoon dps is not comparable to x dps so what can we do to boost that". Having procs and other things has too much leeway of "well what if dragoon doesn't have this gear that increases Full thrust combo from 360 potency to 400". Do we balance raids/dungeons assuming a dragoon has these? What if one doesn't have one yet because time commitments, life stuff, hasn't found it yet etc? And if they do have it, does it make for faster clear times so now they're a necessity in this content? And you can do this with every class too. Might make gearing "boring" but it's easier to tune specifics rather than try to account for other things.
Prepare for the ilvl syncs !
Haha i170 thts nice
Must be like 10k hp healers on average gear. Yaaaa 100k hp warriors here we come.
Say goodbye to the echo, we'll just have huge leaps in gear each major patch again
|
![]() |
![]() |
![]() |
|
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.