Ooh, yeah, I'd love to see not only Level Sync, but Level Caps. Like in XI - low level content remains challenging, and there's actually a reason to hang onto old gear.
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Thats the point of the difficulty settings. if you dont want the loot drops and just have a light party, you can challenge the content at a slightly lower level for fun and XP.
This move will make all content accessable, but if you want the intened loot drops you have to play the dungeon at the intended level or higher.
INB4FERALREN
Where is the "No, don't need it cause I don't suck" option?
Not sure if an option to do all content at all levels is the best way to not negate content. It removes the goal of working towards something when leveling. Sorta like how at launch you could wear endgame gear at rank 1... sorta was seen as a huge negative by the majority because it removed the feeling of progression.
Now a level sync option like in XI where you could level up a say level 40 job when synced to rank 25 or so would be good.
I personally would like to see dungeons having multiple paths in them. Ones with the standard level mobs, a mid level mob path, and a really really hard endgame path. That way say Totorak is valid through out the game but we are not doing the same exact run from rank 20 all the way to 50 of the game.
OMG did feral make another account? >< seriosuly instead of this why not just add different things to do for different levels? and different degrees of difficult. Would be alot smarter dont ya think.... or does thinking cause you to get stressed?
Tho this does sound awesome, when i look at it as a development and time point of view, it would take soo long to make a dungeon with 3 paths. I'd rather have 3 seperate themed dungeons with customizable difficulty settings than 1 dungeon.
I think its easier to just have settings to customize mob levels similar to the guild leve system.
SE has already show'd us they have no idea how to make instanced "Dungeons" look at darkhold prolly the worst example of a endgame dungeon or any dungeon every created by any game. the mechanics inside are horrible. (run through mobs stand on void zone despawn all mobs u agro'd *no skill*) while i know it prolly wasnt SE design to have it ran this way, But they could have implemented a few things to make it impossible to do so, or they coulda just gave us boss fights with no trash like ifrit.
So with that said I have no faith SE could do anything of the sort with paths of lvls and stuff.
Engineer how about 3 different themed dungeons that are how about this...... 3 different level ranges? what is with this kick of having everything able on easy mode? are yall serious? you really cant get a group together run soemthign a few times and figure out how you can beat it? Q.Q
DOES NOT MAKE SINCE FROM A PLAYERS POINT OF VIEW OR A DESIGNERS
If it has guild leve settings then it's a guild leve. Is a primal fight a guild leve? Is a instanced raid a guild leve? Would SE have made them guild leves if they had wanted them have guild leve settings?
Where is the post where the guy who is developing moogle is taking to heart how quickly ifrit was beaten...