As it stands right now the ilvl for Infernal Citadel is 23K, that is a joke, no one at that level has a hope or prayer of completing, their stats will not be close to what is required so why make it 23K?
Yes it is a guide but the average Joe doesn't read what they really need and come this time next week when anyone who didnt buy the pack early will have access and this forum is going to be full of upset people.
They will say I have the ilvl the dungeon is too hard fix it.
So if you intend to keep it at it's current level then raise the entry limit to stop average Joe accessing it or prepare for the firestorm incoming.
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Having BiS build with lower item level is one thing but having HAMSTER gear and just managing to get 23k item level drastically separates these two types of players (characters).
It points out a flaw in the item level calculations that have been mentioned many times to the devs. Item level seems to have zero metric based on the actual character performance yet it is used as a metric to determine if a character is ready to face certain content.
Its like a child going to an amusement park can't ride any of the rides because they don't meet the height requirement but they climb onto the backs of another rider to get past the height marker. "See look, I'm tall enough!"
So you both have valid arguments and you both are actually right. The real solution isn't to raise the IL requirement but instead the system by which item level is calculated against stat for the class needs to be redone. Any other solution will be a bad fix and cause other problems. Because under performing characters is currently just a symptom of the actual problem.
And the new iL 1225 stuff doesn't seem better than the iL950/1000 stuff I already have to me [from what I have got via JUma] and also the new Seal stuff doesn't seem better either.
I could inflate my iL to nearly 26k, but I wouldn't give any more damage output from the stuff I have got so far.
So yeah - make it a STAT requirement - Power 150k etc etc
I strongly think some items should be updated with a bonus IL as a ponderation regarding their bonus feature, especially the +%, to reflect their "BiS" potential and not misleading players into "biggest IL" but inferior things.
Regardless of gear and item level the stats of any toon is what is the most important thing in the game. if one ignores those stats and chases that item level then that person will simply not have what is needed to do what ever dungeon he or she wishes to do or at least be able to fully carry their own weight in that dungeon.
When the dev team sees this and changes it maybe in a near future mod maybe not but still if they did then I see things running rather smooth.
The game caters or tries to cater a wide range of users, mainly focused on casual or very casual players who probably don't want to bother dealing with minimum stats and such for just ~2 hours a day game session. That's why I think devs try to force people to get on the idea of "high item level is all what you need to care about".
I mean, for instance lets have a look at the random queues. They work like requiring the lowest item level possible as entry barrier (epic dungeon queue posses a wide array of difficulty contents that varies from 13k item level up to 20k). Also, another easy example, the free lvl 70 undermountain blue gear reward chest from Undermountain intro quest which just entirely gives a boost by itself of around ~12k item level score if I'm not wrong.
And then there's the issue with scaling alongside with item level which makes the whole problem much worse.
Little hint... Work on your stats instead of following the Ilevel hype and you will be fine in new dungeon.
Even with minimum Ilevel requirement.
Right now when you hit max level and think about dungeons or what ever you open that scary but tempting queue window only to see that it requires a item level then because your new and no one told ya to focus on your stats you chase that item level. So this is why people still think item level is a thing still.
I agree that IL is misleading on a players ability to complete content adequately, but it is what the devs have decided is the "price of admission". I personally would like to see min IL for some content and some events raised, but that is mostly so that scaling doesn't affect me as bad. I lose something like 8-9k power when doing Hellpit at 25k il, and IMHO that isn't fair to me with all the time, effort, and coins I have put into my toon to get him to the level he is at now. And yes, I did try swapping to lower level gear to try and reduce the effect of scaling and it did nothing, still lost 8k power when doing Hellpit at 22k il...
If one has the right stats content should be easy or hard depending.
Scaling however well should never been put into this game to start with.
Dungeons really should have been ranked up.
Get rid of the whole Ilevel requirements and grant players access to dungeons based on their actual stats....
The IC drops have been on AH since more or less the first day of mod 18.
Someone probably paid for early access hoping to recover the investment by the usual excessively high prices on the drops at start of mod.
There was a developer post stating that the ratings aren't supposed to be capped before IC even went on preview.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1253221/ratings-difficulty-and-challenge/p1
I was running with 120k Arm Pen for a while until I realised it made no difference.
Or even better still, get rid of stat caps. Lets have unkillable tanks with 150k defence at the cost of very little dps. And vice versa. Would lead to more interesting party formations maybe.
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