Bringing this back because we do really need it, ironworks gear should not be allowed to be worn in Norvenalt dungeons
Bringing this back because we do really need it, ironworks gear should not be allowed to be worn in Norvenalt dungeons
Guy butt is best butt <3

I did not read 12 pages, because 3-4 were enough to disappoint me.
Do you realize there will not be a dungeon more difficult than Sastasha-Copperbell mines if SE adds a ilevel requirement?
Why would do dungeons more difficult?
I wear an average ilevel 20 gear (the one from the novice trial) -> I'm sure to do an easy and fast instance.
On the other hand you guys are COMPLETELY missing the duty roulette reason to exist: SE uses this feature for helping new players in the levelling process (and give us a bait as EXP), thus the priority is "fill a party as soon as possibile": --> this SHOULD be clear to everyone observing the moogle event:
-- no one was doing roulette anymore
---> "HEY let's do an earring and place it behind an huge dungeon farm. This way the new players could do a party and the veterans could have a reason to hate Syrcus Tower"
Let's return on topic.
What you are pointing is a problem, but an ilevel restriction is NOT a solution.
SE could use the so-called heirlooms, a full set of equip working exactly like the aetherite earring from ShB preorder.
We finish MSQ, Rowena sell us the set for tomestone-of-something and this equipment synch with our level.
This solution solve a lot of problems:
- have the appropriate item for your level (how many times I soloed a dungeon for "that weapon" or "that piece of armor" and after 10+ runs I gave up)
- don't need to buy/find/change an item every 2-3 levels
- less armory space (it's good for the BLM level 36 and for the RDM level 53)
- don't need materia (no reason to add customization)
Sure, crafters will not sell levelling equip anymore, but you know? the players you are talking about do not buy that equip anyway (1m Gils for 2 levels? bah!) thus it's not a real loss.
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
Erm if you think having someone severely under geared is a good reason for making a dungeon more difficult than it needs to be well more power to you but i think that is not a good reason at all.I did not read 12 pages, because 3-4 were enough to disappoint me.
Do you realize there will not be a dungeon more difficult than Sastasha-Copperbell mines if SE adds a ilevel requirement?
Why would do dungeons more difficult?
I wear an average ilevel 20 gear (the one from the novice trial) -> I'm sure to do an easy and fast instance.
On the other hand you guys are COMPLETELY missing the duty roulette reason to exist: SE uses this feature for helping new players in the levelling process (and give us a bait as EXP), thus the priority is "fill a party as soon as possibile": --> this SHOULD be clear to everyone observing the moogle event:
-- no one was doing roulette anymore
---> "HEY let's do an earring and place it behind an huge dungeon farm. This way the new players could do a party and the veterans could have a reason to hate Syrcus Tower"
Let's return on topic.
What you are pointing is a problem, but an ilevel restriction is NOT a solution.
SE could use the so-called heirlooms, a full set of equip working exactly like the aetherite earring from ShB preorder.
We finish MSQ, Rowena sell us the set for tomestone-of-something and this equipment synch with our level.
This solution solve a lot of problems:
- have the appropriate item for your level (how many times I soloed a dungeon for "that weapon" or "that piece of armor" and after 10+ runs I gave up)
- don't need to buy/find/change an item every 2-3 levels
- less armory space (it's good for the BLM level 36 and for the RDM level 53)
- don't need materia (no reason to add customization)
Sure, crafters will not sell levelling equip anymore, but you know? the players you are talking about do not buy that equip anyway (1m Gils for 2 levels? bah!) thus it's not a real loss.
Wear that gear in Castrum Abania no friends just plop into duty finder and see how it goes because you can and it is not good that you can, spoiler it won't be easy or fast.
The leveling roulette is not an excuse to be wearing gear massively inappropriate for your level, if you think ilv 120 gear should be wearable in level 71+ dungeons due to it being in the leveling roulette, hahahahahahahaha no
That actually could solve the issue of having inappropriate gear, unfortunately when Yoshi P announced the earring he said he was hesitant on adding more stuff like it due to invalidating all other gear the developers have worked on over the years, ilv requirement doesn't have this issue it is probably the easiest thing to implement as well. Now i know people get concerned about new players coming in but i do want to restress these ilv requirements most people are asking for is reasonable and would not catch any new player who picks up their job appropriate gear from the MSQ quests, that is the standard i think SE should design them around because that is what they expect you to have, its the reason why Bardum's Mettle hits harder the lv64 gear offers decent defense boosts so the game for lv 65 dungeon thinks you have it.
Guy butt is best butt <3

I was misunderstood.Erm if you think having someone severely under geared is a good reason for making a dungeon more difficult than it needs to be well more power to you but i think that is not a good reason at all.
Wear that gear in Castrum Abania no friends just plop into duty finder and see how it goes because you can and it is not good that you can, spoiler it won't be easy or fast.
The leveling roulette is not an excuse to be wearing gear massively inappropriate for your level, if you think ilv 120 gear should be wearable in level 71+ dungeons due to it being in the leveling roulette, hahahahahahahaha no
That actually could solve the issue of having inappropriate gear, unfortunately when Yoshi P announced the earring he said he was hesitant on adding more stuff like it due to invalidating all other gear the developers have worked on over the years, ilv requirement doesn't have this issue it is probably the easiest thing to implement as well. Now i know people get concerned about new players coming in but i do want to restress these ilv requirements most people are asking for is reasonable and would not catch any new player who picks up their job appropriate gear from the MSQ quests, that is the standard i think SE should design them around because that is what they expect you to have, its the reason why Bardum's Mettle hits harder the lv64 gear offers decent defense boosts so the game for lv 65 dungeon thinks you have it.
When there is a rule, players start to bend that rule.
When levelling secondary-job, no matter if you clear sastasha or the Vault, because what it matters is the bonus exp you take when you complete the dungeon.
I can do Copperbell mine with 2 big pulls (elevator -> first boss and second boss -> third boss), while in a Bardum Mettle I need to pick 3 groups before the first boss and 10-12 in the whole dungeon.
If there is a rule "item level restricted" I could purposely wear only low level gear, because I wanna do only low-level dungeons (they are faster to complete).
Yoshida can says whatever he wants, but it's hypocritical when we have levelling potions in the mogstation that skips all the content (gear included).
The work does not matter when you pay $50 but it's of vital importance when you don't?
edit. And I would like to point another incoming (related) issue. With ShB we have 80 levels for each job to do.
Ok, we are veterans, so it's only a 70->80 farming, but what about a new player? Levelling a character from zero is starting to be endless: SE should add a bigger bonus exp when levelling alt-jobs, but this mean the levelling goes faster and it's easier to skip a complete tier of equip.
Things are becoming complicated because the game is growing: insane dps, neverending levelling etc etc. and Devs cannot simply ignore the matter.
Last edited by Mr_Gyactus; 06-19-2019 at 07:49 AM.
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
The quick and simple solution is to make it so that leveling roulette forces an ilvl requirement equal to the highest level dungeon your character has unlocked so there'd be zero way to cheese.
So if you're level 69 and Abania had a hypothetical ilvl lock of 275, then leveling roulette would have a forced ilvl requirement of 275. Bam. Prevents anyone undergeared from entering and blocks any cheese on manipulating the roulette to get results you want. No more WHMs showing up in i200 gear in doma castle getting one shot by literally everything that so much as breathes on them (Thanks duty finder last night.)

I repeat myself again. With an ilevel restriction there will be no more Abania, not from a levelling roulette nor for a sprout, because it's fun… let's say 10 times, then it's boring like copperbell, but longer, difficult etc etc.The quick and simple solution is to make it so that leveling roulette forces an ilvl requirement equal to the highest level dungeon your character has unlocked so there'd be zero way to cheese.
So if you're level 69 and Abania had a hypothetical ilvl lock of 275, then leveling roulette would have a forced ilvl requirement of 275. Bam. Prevents anyone undergeared from entering and blocks any cheese on manipulating the roulette to get results you want. No more WHMs showing up in i200 gear in doma castle getting one shot by literally everything that so much as breathes on them (Thanks duty finder last night.)
Press on heirloom, if they want or not I don't care, it's the solution AND it's ALMOST ready (after they decide a cosmetic appearance and starting-end bonus).
I don't understand why you guys think that a wall could solve a problem, it's medieval (or populist if you prefer) to be kind.
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
I don't understand what you're trying to imply? Implementing the solution as I described guarantees Abania can't be avoided if a player has it unlocked and is the appropriate level to queue for it. A wall is a great solution since it's a very binary "You either forfeit your right to do the roulette at all, or you go get geared up". Given the sheer exp that level appropriate dungeons and leveling roulette gives, I can pretty much guarantee it'll get people to where their gear needs to be and completely obliterate this ridiculous "entering a dungeon 50+ ilvls below where you should be" issue that others along with myself have experienced, and I've experienced it at least 4 times in the past few months, with varying degrees of "dungeon is uncompleteable" to "This Bard may as well not exist with that i130 bow he has here in Bardaam's."I repeat myself again. With an ilevel restriction there will be no more Abania, not from a levelling roulette nor for a sprout, because it's fun… let's say 10 times, then it's boring like copperbell, but longer, difficult etc etc.
Press on heirloom, if they want or not I don't care, it's the solution AND it's ALMOST ready (after they decide a cosmetic appearance and starting-end bonus).
I don't understand why you guys think that a wall could solve a problem, it's medieval (or populist if you prefer) to be kind.
Yoshi-P already said he's hesitant on ilvl scaling items, so I wouldn't throw my eggs in that basket as a likely solution.
Playing devil's advocate, stats don't mean much without context behind them. They look like big numbers, but you'd be surprised how little the damage actually increases between 270-> 290 due to stat scaling. There was an old topic about this exact thing where my bf showed using the actual formulas the game uses that even though tanks get something like 1200 extra defense, it actually only works out to 10% extra mitigation and showed that player skill has more bearing than the stats. All that fancy 285 gear doesn't power creep you anywhere as much as you think.
Which yeah, given how the vast majority of dps I've encountered barely AoE or do some...interesting rotations, I wouldn't be surprised if I could obliterate the vast majority of 285 dps with 270. Stats only carry people so far, player skill matters infinitely more than them.
|
|
![]() |
![]() |
![]() |
|
|
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.


Reply With Quote


