I've been strongly in favor of minimum ilvl requirements for all dungeons for a long time. Don't make them too strict - shouldn't be required to be overgeared to run something, but should be able to positively contribute to the run.
A lot of people use the Deep Dungeons to level their DPS jobs now - it's brainless, repetitive, and something you can fill 15-20 minutes with... and you don't have to spend gil or time gearing your jobs up through the process. Run PotD until 60, get poetics gear at 60, run a couple roulettes until 61, and then back into HoH you go...where gear still doesn't matter. But sometimes, the DDs get to be a little much and people want to sprinkle in some roulettes. Or maybe they had no intention of taking "Job Alt #7: into a dungeon at all and a friend was leveling their tank or healer and asked them to join... well sure, I have this job close in level.... And bam. You're in a dungeon woefully undergeared. There was no laziness or ill intent involved - just something that never came up until it did, and it was too late.
Or you could do like I did myself - gear up at 60 in Augmented Shire on your next to lass job to cap out, into HoH you go, mixed in with MSQ Roulette, and you had no intention of stepping foot in content where your ilvl was so low that it could be argued you "didn't belong" there. And when you get to level 69 you're just trying to finish it out before the end of the night so you jump in a trial roulette for a hit of exp - and oops, Lakshmi.
But if there had been a minimum ilvl for Emanation, it wouldn't have stuck an i270 in a level 67 trial.
Additionally, to expand on what I was meaning earlier on Diversion... If you have an overgeared high dps player going against a newer tank (maybe undergeared, maybe not), that tank is going to have to put some effort into holding agro. Not just one different button here and there but likely it will mess up their whole rhythm, which is pretty frustrating for anyone in any role. If I am on RDM and the DRK pulls the boss - and I immediately hit my melee combo, Embolden, VerFlare, Contre Sixte, and Fleche.... of course I am taking agro. If any high burst dps throws the kitchen sink at the boss right out the gate it's going to work the same way. It's not hard to hit Diversion before the fight even starts to try to take some edge off of that. Or learn some of your skills - and maybe toss in a Lucid Dreaming to lower your agro, since you wont be needing mana for a while anyway.
I've had the conversation with many players - players who think that enmity is only the tank's job when that is absolutely false. Enmity is a group effort. Problems happen when 1) the Non-Tanks refuse to use their abilities to manage their agro when necessary and 2) the Tank is unable to keep agro, regardless of reason (skill, gear, competence, etc). And a sorely undergeared Tank will struggle to keep agro off the overgeared dps, most of the time... Which leads to smaller pulls... Which leads to antsy dps/healer.... Which leads to just a bad time overall.

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