That is exactly how it works.... being only 10 ilv over vs 90 ilv over it a big increase in dps it makes the dungeons or fights easier.
I did one of the omega fights recently and the other PLD tank had 50% more HP than me 75k vs 52k, does he need that to win the fight? no.... Do the DPS need the extra dmg to win the fight also no... the fight wasn't designed that way but there is no ilv cap to make it as it was intended. You literally skip mechanics/phrases because your group are doing too much dmg not hard to understand how ilv works.
Last edited by ZellosWilder; 04-02-2019 at 11:13 PM.


euhm, the first lvl 70 dungeon is Ala Mhigo average item level is 280 (to enter i'm guessing) and item level sync is 310 so even if you got ilvl 400 gear you will be synced to 310.
drowned city of scalla is the last of the synced ones and that syncs you to 370.
So where do you get those 90 ilvl's difference between min ilvl and max ilvl?
Also atma grind was just an example
how about the alexandrite grind? The several times we had lightgrinding? and the dungeon grind i already mentioned?
Will you please let people have the choice if they want to grind out primals synced or unsynced. I'd say unsynced running is a blessing.
So I'm with ya, but you have to have balance.
Yes as I said in my original post some are sync'd but most are not, those dungeons that you mention are balanced with the ilv sync in place with 30-50 ilv increase it shouldn't be more than that, I would prefer it to be lower but its better than not having none at all.
When I said 90 ilvs I was specifically talking about the content which is not sync'd.
If you have the ilv 400 gear set and doing these:
Hell's Lid and Fractal Continuum (Hard) are ilv 310 to enter so that is 90 over
The Royal City of Rabanastre 24 man raid is ilv 305 to enter so that is 95 over
The first 4 Omega fights are ilv295 to enter so that is 105 over
The Royal Menagerie fight against Shinryu is ilv280 to enter so that is 120 over
Susano and Lakshmi Extreme fights also are ilv300 to enter so that is 100 over
Even the first Omega Savage fight is ilv310 to enter so that is 90 over
(there are others but these have the biggest ilv gap in SB)
While not all players have the max ilv 400 gear as these are still considered "current" it's still poorly implemented for the future for new players or returning players, just like how ARR and HW is now.
I don't see why it's so hard for the dev team to put a ilv cap on these fights, the dev team must be testing out how much ilv is needed as the requirement to enter them so why don't they test how much ilv is too much for them? what is a fair middle ground for the content? it's just poorly done tbh
Yes when I said the atma grind, I meant the whole zodiac relic weapon quest line it's all the same thing forgive me for not knowing the full name as I've been gone for 3yrs D: that was the only grind but only on launch as they nerfed it when players complained about it.
The only other grind was the Triple Triad card "Terra" as it took me over 200 runs of The Dragon Neck to get it but it's not related to gear. (but its also miles easier to get now)
Players can do what they want but the design choice is a poor one imo as unsync shouldn't exist in a MMO it's about playing with others as it's not a single player game.
As soon as you allow unsync content it makes players become alot more independent doing content on their own and not relying on others so they will communicate less with others, if fights are too easy they are also not going to communicate as there is nothing to discuss about except from the general "hello" and "gg" at the start and end.
Last edited by ZellosWilder; 04-03-2019 at 10:53 AM.
the whole thread is senseless cause this thesis is just not true o.O
the only unsynced dngs are always the last few ones added - every other content is capped if the ilvl tops the designed ilvl by a too high amount.
so tell me which content of "most are not" are really uncapped in this current state?...
aside of the rumor above:
skipping mechanics by bruteforce always appear pretty soon after content-release if people know how and when to burst or use LBs efficiently - even with crafted starter-gear. gear with higher stats isn't the issue. people just figure out how to play well, making less mistakes -> easy clear. same procedure how raiding works. if u know the mechanics fights switch from bad ass hard to - lol why had we so much issues to beginn with? aside of dps checks, gear isn't a thing.
I don't get the whole thread...
ilvl cap is the reason why u take 375 gear for ultimate or 300/290 gear in eureka/BA... so whats the deal?
Last edited by Neela; 04-12-2019 at 11:58 PM.
You are wrong here as most of the content is not ilv capped, level sync'd and ilv cap isn't the same thing.
This is only related to content that is lv50, lv60 and lv70:
Content in ARR ranges from ilv42-123 being the required minimum entry (only 11 dungeons are ilv capped at 110, none of the other 51 content is ilv capped) so when you do roulette and get level sync'd down and do ilv42 content you are going to be 90+ ilv over, whereas if you get one of the dungeons which is ilv capped at ilv110 you will be only 40-60 ilv over.
Content in HW ranges from ilv142-245 being the required minimum entry (only 5 dungeons are ilv capped, none of the other 47 content is ilv capped) so if you get "the singularity Reactor" via duty roulette you can be close to 130 ilv over the required entry... but then you could get the "Neverreap" dungeon and get capped at ilv240 you are only 70 ilv over.
Content in SB ranges from ilv280-380 being the required minimum entry (only 4 dungeons are ilv capped, none of the other 50 content is ilv capped)
So only 20 content out of 168 content is ilv capped which is why I said most is not. While most of the latest content per expansion does not need a ilv cap because it's already balanced towards the ilv max the rest is not and is all being thrown together from the expansion expecting it to be the same ilv range but when difference is over 100 ilv from the lowest content to the highest there is no balance there, this is poorly thought out from the dev team as they need to go through each content and decide whether it needs a cap when the end of the expansion comes along as the the content clearly is not designed to be like it is now.
The biggest examples of this are:
"The Labyrinths of the Ancients" ilv50 entry = 80 ilv over
"The Singularity Reactor" ilv142 entry = 128 ilv over
First 4 Alexander fights ilv170 entry = 100 ilv over
"The Royal Menagerie" ilv280 entry = 120 ilv over
First 4 Omega fights ilv295 entry = 105 ilv over
These fights are a complete joke currently and need the ilv cap, you cannot say these fights are fun the way they are and cannot say they do not need a ilv cap.
The developers need to go through each and every dungeon/trial/raid and find a balance where the min to max ilv makes it so there is room where it can become easier but not too easy, at the moment the way it is they just lump all of an expansion altogether and just leave it as it is for when peeps join roulette...
Last edited by ZellosWilder; 04-17-2019 at 02:41 PM.





We can't have more challenging content because every time challenging content appears, people complain about it. And it started in 2.0 with the original Pharos Sirius and Amdapor Keep dungeons. (Demon Wall used to have bees - did you know that? They took them out because people said they were too hard.)
Other content that I've known to be asked to be nerfed:
- Final Steps of Faith
- Weeping City of Mhach
- Dun Scaith
- Baelsar's Wall (I think I saw a thread appear here saying it was too hard back in the day)
- Royal Menagerie
- Castrum Fluminis
- Rabanastre
- Ridorana
- The Will of the Moon MSQ instance
- The most recent MSQ instance
- The Burn
From MSQ solo instances to dungeons to 24-mans and 8-mans, people complain. And none of these pieces of content are particularly hard to begin with, but people don't want to put in effort for them. And the developers don't want things to be too punishing (outside of high end content, which is still not nearly as punishing as it used to be - barring Ultimate, but they've said Ultimate is a completely different beast of a content compared to anything else in this game). So, everything is easy and the syncs aren't as strict. Honestly, leveling dungeons have stricter syncs than the Expert dungeons, but Expert dungeons have been jokes for a while now - even while current.
Never forget doing Swallow's Compass for the first time and healing purely with oGCDs and a regen (or Eos + Excog when I did it on SCH).
Best thing I can suggest is trying to find a group of like-minded people, and do the content at minimum item level or lower if you really want a challenge. Or you could try your hand at Ultimate, which does enforce a strict sync to preserve difficulty - UCoB is i345 and UwU is i375.
Last edited by HyoMinPark; 04-06-2019 at 09:06 AM. Reason: Why did my phone autocorrect Rabanastre into Ravananastre lol wtf
Those content that you list has nothing to do with the actual ilv being the problem tho it's either because players did not understand the mechanics of the fight or it is because they were poorly designed by the developers like steps of faith where failing to grapple the dragon more than once = game over pretty much thats why they asked for it to be nerfed. Also content which is recent should be harder because it has to start hard then become easier it's never going to be the other way round, players ain't going to ask the devs to make a fight harder when it has just been released.
I'm also not asking for more challenging content, the amount of challenging content that already exists is fine you have completely missed my point.
I'm specifically talking about balance of ilv of content where there is room to ease the content to clear but at the same time not ruining the whole fight/content completely this is mostly aimed at content which is older from each expansion not the latest content per expansion.
The developers need to go through each dungeon/raid/trial from each expansion and find the right balance of min ilv and max ilv.
Last edited by ZellosWilder; 04-14-2019 at 09:08 PM.
Why though? What benefit would that provide to anyone?
What you are asking for is not something that can be adjusted in a weekend.
I don't think you understand exactly what would need to be done to make something like this work, or what the effects it would have on said content. Take wow for example, their timewalking raids are basically what you are asking for but a huge portion of the wow population don't do them because of either the time investment( which is not much) or the added difficulty that having your ilvl scaled down adds. Why do you think people run older raids and not current ones? Making older content take longer would only make that older content less populated.
|
|
![]() |
![]() |
![]() |
|
|