



Why this isn't a thing confounds me. Sorry if anyone has already brought up this suggestion, but ilv requirement for leveling dungeons should be at least several ilevels below the gear that the dungeon drops. What makes these dungeons so much different from the ones that do have a requirement?



Leveling dungeons are generally harder because you don't have access to all of your kit and you aren't able to be 40-50 ilvls above the minimum. Which makes it even more confusing why they don't. The reason as stated by the devs is that they don't want to 'hinder story progression', but that argument sort of gets thrown out of the window when the last dungeon/trial in both of the expansions' original main story have min ilvl requirements.
The solutions I can think of for this for this would be if they retroactively change all accessories to have the same role restrictions as lvl61+ accessories do, or make it so that you cant equip an item in instance if it makes your avg ilvl go below that instance's minimum ilvl requirement.Unfortunately, you'll still get folks who pull stupid stunts to get around it - I remember running Hullbreaker Hard once with a bard who was in i160 gear. When I asked how they even got in, they lol'd and said they'd used their tank's Alex jewelry to get in, then swapped back to bard jewelry. I wish I'd been more prone to vote kicking at the time, because they proceeded to die to every single AOE, and then constantly snark when the first thing I didn't do was raise them.
I wish I knew how to get around that sort of crap.
Last edited by MrThinker; 03-21-2019 at 03:31 PM. Reason: More text, Grammar


100% this. I don't care if it's not newbies, and it's vets that "don't want to be arsed". That makes it even worse, and in that case, I absolutely want this to be implemented somehow.
I know folks argue "but the roulettes" - then they need to rework the roulettes so that if you're not geared at the appropriate ilvl for the max dungeon you can get, you can't queue.
Unfortunately, you'll still get folks who pull stupid stunts to get around it - I remember running Hullbreaker Hard once with a bard who was in i160 gear. When I asked how they even got in, they lol'd and said they'd used their tank's Alex jewelry to get in, then swapped back to bard jewelry. I wish I'd been more prone to vote kicking at the time, because they proceeded to die to every single AOE, and then constantly snark when the first thing I didn't do was raise them.
I wish I knew how to get around that sort of crap.
Wholeheartedly agree with the need. I'd go further, actually; each dungeon should have the following:
(1) Minimum iLevel-per-piece;
(2) A higher minimum cumulative iLevel;
(3) Lock equipment swaps that put anyone below requirements (1) and (2).
May as well throw in flat-out restrictions on queuing for DF content if your gear durability is below a certain threshold, rather than simply giving a warning (or put a repair NPC at the beginning of each instance). But the burden shouldn't be on players to kick people who violate basic rules of decency. A percentage of players who enter under-geared might not even realize the problem, too, and firmer guidance would be useful for them. There are so many things about instanced content that SE cannot hope to control or even meaningfully influence, but that doesn't mean they should avoid decisive action where possible to ensure a smooth playing experience for everyone.


Keep account that, whatever min IL is setup, when tank is min IL and rest of the party is synced i400, the battle for aggro between tank and dps is real, even with competent tank. Happened to me when leveling alt, only option is full aggro combo full time, and pray for other tank (that, didn't wanted go MT ofc...) knows Shirk exists.
Last edited by LalaRu; 03-21-2019 at 06:21 PM.




When synced the Min ilvl and synced ilvl is never great enough that a competent tank will lose aggro (Shinryu MSQ being the outlier). As long as DPS classes are properly playing as well and using aggro reducers; which for some reason they think don't exist because the buttons don't make a number fly on the screen.Keep account that, whatever min IL is setup, when tank is min IL and rest of the party is synced i400, the battle for aggro between tank and dps is real, even with competent tank. Happened to me when leveling alt, only option is full aggro combo full time, and pray for other tank (that, didn't wanted go MT ofc...) knows Shirk exists.
Last edited by Deceptus; 03-21-2019 at 10:07 PM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
As a controller player, it's easier (for me) to ignore it. Yes I can press R1 to swap my hotbars or select a specific one, but it's not a comfortable thing for me to do. Hoping we get a reduced skill bloat so I can fit that Diversion in somewhere.When synced the Min ilvl and synced ilvl is never great enough that a competent tank will lose aggro. As long as DPS classes are properly playing as well and using aggro reducers; which for some reason they think don't exist because the buttons don't make a number fly on the screen.
Last edited by Gula; 03-21-2019 at 10:22 PM.
If you can't be bothered to use Diversion (or any agro management tools) when needed, then don't be surprised if the healer can't be bothered to heal you or the tank can't be bothered to Provoke.
Your solution for someone who can't be bothered to use one ability...is to give them an excuse to not use any ability by letting them die and stay dead...that'll teach them.
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