Not really.Because ilvl syncing is broken.It needs to be adjusted properly to keep content challenging.They need to change the earlier content drops.Maybe make rare craft items drop there or only obtainable there and remove the ability to unsync dungeons.
There's a few dungeons every expac that get reused but sadly it's only from that expac itself. Like ARR had Satasha, Temple of Qarn, and a few others I can't remember offhand.
Generally tho the average player hates being in dungeons, personally I like anime style MMO dungeons, where you just wander around and stumble across one, floor bosses, etc.
They need to another ‘carrot on a stick’ beyond glamour gear, which I think many people are somewhat tired of.
I’ve always thought some type of secondary levelling system could work like this. You get to [Level Cap], then you can keep getting exp that you can put into some sort of customisation element like stats, skills, skill modifiers, traits, or something like that. They could even have specific content give different rotating bonuses to further incentivise playing ‘outdated’ content.
I know I’m basically describing the merit point system from FFXI and I get that something that requires that scale of grinding would be universally panned by the community, but nevertheless I think something like this would result in a much stronger sense of achievement and more incentive to continue playing past getting the in-fashion glamour/tomestone/savage gear, which you just get once and the unsub
But why? Why do you want to be forced into older content?
The devs have talked about this, and they don't want to push resources into the old content, and honestly I'd rather not have to run the old stuff again anyway. If I really want to I can go back and unsync most of the old content solo.
That doesn't have to be the case. Take a WoW leveling dungeon, for instance. A level 109 could attend the same dungeons as a level 101, dealing some twice the latter's DPS (due not so much to stats, necessarily, but simply further abilities), but against mobs who seemingly have twice the HP (from his eyes and his alone), while in reality the mob's HP has been scaled to each participating player. It's just a different direction of scaling, allowing evenly for whatever the party may bring with it. The only downside, if it can even be considered as such, is that the higher level an underperforming player is, the more time will be required to carry him as the difference will be indirectly accentuated.Well doing this would create a great discrepancy between the difficulty of the dungeon and the actions that would be available at your jobs level. Most are already easy but suddenly you would be wiping the floor with all the mobs/bosses which kinda takes any fun out of actually running them. You would also need to consider players who haven't leveled up as high and are the minimum level for the duty to which they won't have the same access to a ton of actions.
Saying this you could in theory just pre-form a party, queue up for the roulette and because role requirements are ignored through this method, you could just 4 man RDM low level dungeons as the Vercure and Raise could essentially carry the party. Well that's just an example but less players might use the Roulette to play with solo players if they could just queue as whatever through a pre-made and have all their actions.
That Viera isn’t here.
|
![]() |
![]() |
![]() |
|
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.