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  1. #1
    Player
    Bahd_Monkey's Avatar
    Join Date
    Aug 2013
    Location
    Tower Of Latria
    Posts
    173
    Character
    Pale Esper
    World
    Midgardsormr
    Main Class
    Black Mage Lv 80
    The difficulty of level cap dungeons, 3.x level 60 and the upcoming 4.x level 70 dungeons should scale to the parties iLvl. I don't just mean that enemies should have more HP and do more damage if the parties iLvl is 10+ levels above the minimum to enter. But that additional enemies, mechanics, and possible drops from the additional enemies should be added to keep them interesting.

    For example, if the requirement to enter is 260, and the parties average is 270+, then SE should not only make the enemies tougher, but add more mechanics and difficult enemies that can drop (RNG) rare crafting, minions, or glam items. And, have the difficulty and potential drops scale by 10 iLvls.

    Also, the base difficulty of end game dungeons should increase with each patch. So the dungeons in 4.1 should be more difficult then the 4.0 ones, the 4.2 dungeons should be more difficult then the 4.1 dungeons etc...

    As it is now, it's a bad sign when all of the 3.x dungeons have been face roll easy on the very day they are released.
    (0)
    Last edited by Bahd_Monkey; 05-10-2017 at 08:45 AM.

  2. #2
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Bahd_Monkey View Post
    For example, if the requirement to enter is 260, and the parties average is 270+, then SE should not only make the enemies tougher, but add more mechanics and difficult enemies that can drop (RNG) rare crafting, minions, or glam items. And, have the difficulty and potential drops scale by 10 iLvls.
    Interesting idea, but it could cause major problems in unbalanced groups. Consider a brand new healer who just managed to get their gear up to the i142 level so that they can go through the Aetherochemical Research Facility, but they get teamed up with three players in i270 gear. The average is i238, nearly a hundred item levels higher than the healer. Is she going to be able to heal all the damage from mobs 96 levels above her? (Substitute tank or DPS if you like. The same problem holds true regardless which role the lower-geared player is on. It's just easier to describe if I pick one for the example.)

    Actually, I suspect this problem is among the main reasons why this game chose to go with a sync system that syncs down players rather than syncing up/down mobs. Level sync or item level sync can help balance out groups made up of a wide span of characters.
    (2)
    Last edited by Niwashi; 05-10-2017 at 09:07 AM.