Let's deal with the problem one step at a time. Persistently ask for minimum avg ilvl, and THEN ask for min ilvl per piece.
Let's deal with the problem one step at a time. Persistently ask for minimum avg ilvl, and THEN ask for min ilvl per piece.
I just started leveling ARC/BRD and, in my opinion, if they're going to add item level requirements to leveling dungeons/trials (assuming they figure out what to do with roulettes), they should focus on the left side (including weapon slot). There just seems to be a lack of accessories at certain levels unless you go the crafted route or you get lucky with dungeon drops. That said, the situation is much better with Stormblood (and maybe Heavensward?) dungeons, since you get guaranteed drops, including accessories. So maybe just for ARR at least.
"A bit" It's honestly a lot more than a bit. Having an excessively low IL especially in the case of a weaker weapon where you use the other gear to inflate your IL makes doing dungeons a nightmare. Healing for less, Tanks getting hit harder/with less HP and the other DPS that is doing 1/3 the damage you are doing. It makes the whole experience a nightmare because as it stands now, the "leveling" dungeons can be trolled by anyone who just wants to jump in and wear the weakest gear possible and most of the time, if it's a DPS, it's ignored because while the dungeon does take longer, you can still get through it, just means more work for the other DPS.
Everyone that says "noo ilvl restriction are bad" - Play a healer and heal a tank that mostly wears Sastasha Gear in Aurum Vale - then we speak again
I have had plenty of runs with undergeared people, and you can always tell right away when those around you aren't geared.
I have never said anything to anybody, because i feel like if i said something people would look at me like the villain. Like some toxic elitist for calling someone out on their gear.
So i stay shut, but boy is it frustrating to sit there healing this tank non-stop and being unable to dps because every hit half healths them.
Or only being able to do tiny pulls and still having to pop defensives because this healer can't keep me up.
The funny thing is that SE has a min ilvl on the easy faceroll level 70 roulette dungeons and the expert dungeons but the leveling dungeons don't get the same treatment. Its way easier to carry undergeared people through this level 70 stuff than through leveling dungeons.
You will always see some players that will cheat the system but thats not the majority and even if it just helps to get 50% of the, now undergeared, players to wear propper ilvl gear it would be worth it.
Lv.76 will probably be that tipping point where your suite of i400 BiS ends it's life cycle. I'm guessing it'll be i409 crafted.
Greetings and salutations, adventurers.
The concepts of ilvl and average ilvl need to go away because not every piece of gear is created equal despite being the same ilvl. Someone with all 100 left side and all 200 right side is going to be in a much worse position than someone with all 200 left side and 100 right side even though their average ilvls will be close to the same (not including weapon 145 and 154 respectively). NQ versus HQ further increases the potential difference in performance.
Instead set a minimum for primary stat by job/role. Throwing numbers out for the sake of example (have no idea how close they are to the real thing): if a full set of NQ level 64 caster DPS gear would have 1500 base INT, then require the player have to 1200 INT to queue for a level 64/65 dungeon (or 80% of what would be normal for the level). That leaves room for the player to have a few pieces of gear they're still working on replacing through MSQ or other sources.
This is good idea imo, as long as a minimum amount of defence is also added as a required stat.The concepts of ilvl and average ilvl need to go away because not every piece of gear is created equal despite being the same ilvl. Someone with all 100 left side and all 200 right side is going to be in a much worse position than someone with all 200 left side and 100 right side even though their average ilvls will be close to the same (not including weapon 145 and 154 respectively). NQ versus HQ further increases the potential difference in performance.
Instead set a minimum for primary stat by job/role. Throwing numbers out for the sake of example (have no idea how close they are to the real thing): if a full set of NQ level 64 caster DPS gear would have 1500 base INT, then require the player have to 1200 INT to queue for a level 64/65 dungeon (or 80% of what would be normal for the level). That leaves room for the player to have a few pieces of gear they're still working on replacing through MSQ or other sources.
I totally agree with OP, but I also would like to add my own two cents. The maze of tomestone vendors, wondrous sundries, and upgrade items is unreasonably complex for people trying to rush to end game. There are a lot of new players who aren't going to be aware of how to get poetics, or how to upgrade the right gear, because unless you've been in FFXIV the entire time, riding the community wave, the upgrade system and the vendors are confusing and disorganized.
Yes, it's easy enough to learn it, and easy enough to ask for help, but you shouldn't have to have a tutorial to pick up current gear from a vendor and upgrade it. It's going to be funny when new players join during Shadowbringers and have to tromp their way through Rhalgr's Reach's maze of upgrades. I still sometimes forget which desk to go to in order to find what. It's really needlessly confusing, with badly labelled sections. A newbie would never guess "Wondrous Sundries" contains a bunch of upgrade items. It sounds like it contains crafting items.
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