If you don't wish to play with random players of variable skill levels then you should avoid pugging. Let's not block casual players from casual content.
If you don't wish to play with random players of variable skill levels then you should avoid pugging. Let's not block casual players from casual content.
The only content gating I want to see--at least one that is realistically possible--is an ilvl check for all pieces of gear AND a check for the appropriate stat corresponding to the class.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
It does effect it but then people can just enter wearing nothing. "level dfs" have no ilevel requirement and its a problem with hw ones because of that. It was somewhat a problem 1-50 but not that big because smaller gaps and people tend to put some effort then.
I doono what is is with hw with people going to far lengths to be carried, I hope they have some kind of filter:
http://forum.square-enix.com/ffxiv/t....-4.0-reminder.
Last edited by Hamada; 06-11-2017 at 03:00 PM.
Found the Rift player!
Seriously though, they simply need to put class restrictions on accessories so people can't cheese the ilvl.
I think any iLvl checks should be weighted to the left side, since rings don't add as much to the mix. But in high level content is there an actual reason to check for appropriate stats? All gear is made for your role as far as i've seen. (By all gear, I mean main gear, not accessories. It probably takes two or 3 accessories to add as many stats as a good chest) one ring isn't going to matter much. And if you have a 260 chest and a 220 belt what difference would it make? It's still over 230 on the left.
Last edited by savageink; 06-13-2017 at 10:51 AM.
I'm happy they're making some things mandatory for accessories. I got tired of seeing people who were one job but their rings had another stat on them.
Doesn't stop people from earing level 5 earrings and doing cutters cry though. I think the avg iLV is fine but they shouldn't let you in if you're wearing a piece of gear that should have been replaced a while ago. I'm all for that. They have a quest that says get to iLV 15 or maybe that was in beta? I forget..but it made you go back and grab bear.
I'm all for it, but it's amazing they made this game so user friendly for a lot of things that people don't grasp it. I think beyond this a few QoL adjustments to what we have now would go a long way. The game has plenty of ways to help you learn your job but you're over powered or it is optional.
There should be no reason to ignore the adds in a dungeon as early as Copperbell Mines on the last boss. There's also no need for a ton of individual groups of 3 mobs prior to a boss when we have very little AoE.
Guildhests were an excellent way to introduce mechanics you were going to face, they could have continued with that.
Then by the time they get to the striking dummy to clear for EX content of that type they're way a head of the game. I think it would cause uproar from the vocal minority but ultimately it will let people understand the basics.
There's a lot to be said for getting a few FC buddies and running, that's always optional and a good way to get stuff done. At the same time if you do end up doing a pick up, this is something that would help with the overall learning. A phase may not run on as long because the DPS know how to use their cool downs, or even have them / the right gear.
Last edited by Leigaon; 06-13-2017 at 10:37 PM.
I get what your saying about cutters cry, but I mean you dont always have to have full upgrades depending on your role. For instance, aurum vale I dont need to be ilvl 47 to do this, can vary well be like ilvl42 or something like that. When I was doing the dungeons in hw, I was not about to farm stuff just to try and get an rng piece of right side gear for the vault or library. If you know mechanics of a fight like if youve done it on a previous job I see no reason to have to be up to ilvl in dungeons unless its something crazy like your wearing a level 36 ring in 50 content.
But I used iron work pieces all the way up to sixty, cause either I didnt get a drop on right side pieces are I wasnt gona spend 500k gil on one ring I was going to quickly outlevel. Like right now if I dont get a drop unless the content warrants it I can assure you that by the time I hit 70, Ill still be wearing some right side pieces all the way through Ill upgrade them if they drop but Im not gona go out of my way to get them. Gear is easy, as you always have vender options which I always buy cause farming for leveling gear just doesnt make sense to me as it will be out leveled very fast , but in hw well in all content I always felt like accessories where pretty much have a gsm friend. So as long as someones not a burden with how bad accessories pieces drop in dungeons I dont believe they should be locked out of content, if we are talking dungeons.
Eh. This idea would be very good for raids and primals, where most people join and have no idea how to DPS or do mechanics, so dummy with the mechanics from the fight (where you take no damage but you need to dodge the mechanics) while dpsing is a good thing to have. The roulettes however, nobody cares. I don't think you ever understood how much people ruins it for others in raids or primals because they just think they are doing good.
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