That is the point behind getting stronger gear..... literally in one sentence. otherwise why bother? cos the new raid gear doesnt exactly look very good thats for sure
The point behind getting stronger gear is to trivialize a fight to the point it's no longer fun? 65+ ilvls worth of difference is nothing to sneeze at, particularly as stat inflation has slowly gotten more and more out of control as the patches have worn on. They'd have to balance the fights around a huge disparate range of ilvls that would be almost impossible to reasonably achieve.
Honestly from the sound of things you want savage gear to actually mean something. Which, hey, that's fair in some regards. The game is kind of hurting for content on the higher end of the the skill spectrum. But removing ilvl syncing isn't gonna do much to help that at all. What you want requires huge sweeping changes to how this game delivers it's content and rewards it's playerbase for doing it.
its not about trivialising it either. make content for current tier level gear! this is 5.0 item level! balance your current release content around current tier gear for heavens sake! the natural order of things is, start low item level. fights are tougher. progress and get better gear. fights become easier as youA: learn the mechanics and B: get better gear. now hwoever, thats all gone. zero progression, turn up wearing w/e gear you like.The point behind getting stronger gear is to trivialize a fight to the point it's no longer fun? 65+ ilvls worth of difference is nothing to sneeze at, particularly as stat inflation has slowly gotten more and more out of control as the patches have worn on. They'd have to balance the fights around a huge disparate range of ilvls that would be almost impossible to reasonably achieve.
Honestly from the sound of things you want savage gear to actually mean something. Which, hey, that's fair in some regards. The game is kind of hurting for content on the higher end of the the skill spectrum. But removing ilvl syncing isn't gonna do much to help that at all. What you want requires huge sweeping changes to how this game delivers it's content and rewards it's playerbase for doing it.
Just another consequence of the devs not knowing what they want. With one hand they make "die and retry" bosses, and on the other hand they keep all the useless "RPG" sugar-coating (equipments, stats, etc.) but they don't go well together (nobody sane would try to add RPG mechanics to Super Meat Boy)
If they wanted to be coherent, PvE would just get fixed stats like PvP, but then there would be nothing to grind. How sad...
The point behind getting stronger gear "should" be to enable you to tackle new challenges in the first place - I agree with your assessment that ilvl435 for Unreal Shiva is way to low, but they should have balanced it more around 460+ instead of following a suggestion like yours.
Getting stronger (gear) should allow your to challenge and beat stronger enemies - not to just steamroll through the new encounters. Specially if it means that you're leaving other people, specially new ones, in the dust.
I think there is definitely a problem with the item level gear progression in FFXIV. In my opinion, it doesn't serve any purpose anymore. With ilvl sync the difficulty of a dungeon or encounter can be adjusted easily. And the fact that only 4 relevant bosses (on which there is ilvl progression) are being released every 6 month makes the vertical progression silly. It isn't wow where a raid tier is about 12 bosses or more. Furthermore, gearing up is notoriously boring in FFXIV, with the lack of interesting perks on gear.
I think at this point most players would be fine acquiring gear mostly for glamour purposes, as you never really feel your character growing in poser when acquiring gear of increasing item level for a given expansion.
As far as Shiva Unreal goes, most will probably do it like Shiva Extreme back in the day, but the added caveat of the tank swap being forced. I estimate it may probably be used during the start of each bow phase so the physical/magical vuln stacks fall off.
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn
The purpose of Unreal is content.
If you tune it to 500, it's inaccessible. If you don't sync it, it's dead on arrival. Therefore, you sync it to some accessible item level.
Not all content is meant to be this way. Certain lines of content are meant to be hard, then easier as people get better gear. Other, such as this “unreal” trial is meant to be a specific level of hard from release to when it cycles out. I believe it is meant to attract a certain type of player that can’t just brute force and eventually sell wins.
Totally agree with this, and it's one of the major reasons I've unsubbed. Simply put: what the hell am I collecting gear for if the upgrades cannot be used to get a leg up?
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