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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,840
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ty_taurus View Post
    I was thinking your stats would actually reflect this shift. For example, if we look at The Aetherfont which has a minimum ilvl of 605 and no ilvl cap... The 605 healing coat, the Manalis coat, has a Mind stat of 293. Meanwhile, the 650 Credendum healing coat has 374 Mind (Eorzea database isn't showing the 660 gear yet). This is a difference of 81 Mind, but if the stats are also cut alongside an ilvl shrink, the equivalent of the 650 Credendum coat would instead have a difference of 41 (rounded up)--a Mind stat of 334 instead of 374. In other words, the difference between your stats at minimum ilvl and maximum ilvl would be halved, shrinking how much more powerful you can get over any given piece of content.
    I agree that that should be done, but that would require that the devs who have thus far run this as one of the most time-gated treadmill-ish of MMOs would be comfortable halving the size of the 'carrot' they offer for progression.

    You can impact those stats without impacting ilvl, and similarly you can impact ilvl without impacting those stats. They're independent from one another.

    For my part, I'd be happy just reducing the maximum ilvl for most content, especially that of key story encounters (think Loldon and Endsinger basically missing her final phase). Heck, I'd be fine with content having a maximum ilvl equal to or barely over what they reward.
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    Last edited by Shurrikhan; 06-30-2023 at 02:26 PM.