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  1. #1
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Hysterior View Post
    Well the whole point of Unreal fights is that they are level-synced.
    I don't know how it could have been interpreted differently.
    It had to be a lower level than what you can currently have now, otherwise there would be no challenge at all.
    I thought the point was "we gave this lv50 fight lv80 stats enjoy," not sure how iLv factors into that.

    I'm on team "sync shouldn't null materia but otherwise idc," personally, but you and I understand intentions of Unreal quite differently.
    (1)

  2. #2
    Player
    AdamFyi's Avatar
    Join Date
    Feb 2014
    Posts
    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Wyakin View Post
    WHY?
    It’s generally to prevent the content from being steamrolled i.e. undersizing older content. Other than that, it’s to keep the impact of item level variance at the absolute minimum. By keeping the sync level low, more players are able to participate and also makes it significantly easier to balance when every player that enters is set to a predefined expected stat value.

    Quote Originally Posted by SaberMaxwell View Post
    I'm on team "sync shouldn't null materia but otherwise idc," personally, but you and I understand intentions of Unreal quite differently.
    It’s most likely just to prevent materia cheesing. They probably don’t have a way to sync materia that gets slotted into gear yet so disabling it probably was their best option. Being able to bring, say, a crafted level 80 pentamelded set with Grade 7&8 crit materia (+180 crit rate) to something like Sastasa doesn’t sound like a good idea.
    (2)

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