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  1. #1
    Player
    Chayala's Avatar
    Join Date
    Jan 2014
    Posts
    45
    Character
    Chayala Loire
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    A different cap from different sources. Perhaps 450 from instances/roulettes (To keep people interested in them as a whole). 300-400 from doing small raids(Because they give higher item levels to begin with), and then further separate it into larger raid content. This way if you did absolutely everything you coudl get a far larger amount, which would be more time put in and spread out. This is just thrown out numbers, but if you split them up rather than the 450 we have right now, but we might be able to scrape together 1200 or so if you are willing to do multiple avenues of attack rather than just spam dungeons. This way they can ensure that there are people wanting to do ALL parts of the game rather than doing the most efficent way to cap stones and then saying "Done" for the week.
    (1)

  2. #2
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,438
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Quote Originally Posted by Chayala View Post
    snip
    Oh I see now thanks. To me that would still have the same problem though. Honestly just making dungeon drops relevant would go a big way towards solving most of the problems I have with the game. If they were tuned for, say, ilvl190 and dropped ilvl210 uncapped and unlocked you'd have more midcore content and ways to properly gear all your classes and use them for raids. You could have unlimited "plain" 210 gear in midcore, interesting dungeons while raids and token gear would have different perks and trait that would make it more desirable but not necessary to do any content with any class.
    (0)

  3. #3
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Moqi View Post
    Oh I see now thanks. To me that would still have the same problem though. Honestly just making dungeon drops relevant would go a big way towards solving most of the problems I have with the game. If they were tuned for, say, ilvl190 and dropped ilvl210 uncapped and unlocked you'd have more midcore content and ways to properly gear all your classes and use them for raids. You could have unlimited "plain" 210 gear in midcore, interesting dungeons while raids and token gear would have different perks and trait that would make it more desirable but not necessary to do any content with any class.
    Good point. SE never sets their 'raid' tier gear to be worth the effort imo. As a casual player (in this game at least) I still feel that I shouldn't have access to stuff even remotely close to a more hardcore gamer since they take it more seriously than I do. Having raid tier gear literally only being 10 ilvls higher than casual gear makes me never want to waste my time regardless of the interesting challenge. I would at least say that raid gear needs to be 40 levels higher than casual gear (esos) while allowing eso gear to be upgraded via more points (particularly laws or vice verse) otherwise there's never going to be a point to do the more challenging content. Diadem is a prime example of this. Who honestly is going to care what stats are on a piece of 210 gear? If someone can enter an ilvl locked pf, the people in the pf will automatically assume the person has useful gear anyway, which is why I feel ilvls in games have always been silly. Majority of people will usually use whatever accessories to raise their ilvl regardless of usefulness. One thing I give credit to is how rift does their progression which is reliant on your main stat, no ilvls. So if you're a bard/mch/nin if you have X amount of dex, chances are your secondary stats will be somewhat useful instead of getting a bunch of vit/int/mnd/str stuff just to reach ilvl.
    (0)
    Last edited by KitingGenbu; 12-13-2015 at 12:28 AM.