You must be new here. Prepare to be disappointed. A lot.
Printable View
It's not a question of "hard". It's a question of "Will this work with the programming code we are using and will making the change be cost effective?" They aren't going to rewrite the game code from the ground up if it's not compatible. They aren't going to do it if the time and resource costs involved exceed what potential revenue benefit would be gained.
Successful companies don't waste the money they're earning just because they have it.
I don't think this is really necessary. They condensed a lot of the skills to replace another (IE: WHM's "Stone" will scale to II, III and IV depending on the level of the content you're doing. Previously, you needed to place each spell separately.) Most of the other skills you simply don't have (IE: A level 50 DRG doesn't have Blood of the Dragon, but there's really no need to create a whole new hotbar for removing it, Geirskogul, Mirage Dive, Dragon's Sight, etc). Some classes, like RDM, simply doesn't even have a full rotation until level 68. Others, like DRG, have had nearly the same rotation since level 50. Just seems like extra, unneeded work for something I can't even consider a 'quality of life' change. It's just hiding the skills you simply can't use.
In PvP, they made other changes, like combined all of RDM's melee attacks into one button or gave most, if not all, jobs unique skills only found in the PvP areas. Hence part of the reason why they completely separated the PvP hotbars from normal ones. That was an exceedingly needed quality of life change for those of us that recalled how annoying it was to forget to add your PvP-only skills on your one-set-of-hotbars-for-all (and vice versa, forgetting to place your PvE skills back on your bar for things like raids).
No. You can't have that.
When you are doing a lvl 30 Dungeon, you are basically doing it time-approppriate.
When this dungeon was opened to the Warror of Light, it was when he was Lvl 30.
You cannot have that because the Wwarrior of Light didn't have these skills yet.
People must understand that this game is FINAL FANTASY and Story is first unlike any other MMO.
Plus, there IS a setting that can help you get what you want, Unssynced Reviosinst Trivial Mode, or URTM.
The problem with a system like that is that either new players will feel worthless compared to synched players, which is a terrible feeling that does not really make one want to play the game further, or it will make experienced players feel like they are pulling more weight for the same results, which is ALSO a terrible feeling. It is a losing move no matter what you do.
Do you really consider it to be a lot more effort to do a level 70 rotation over a level 50? I don't know what you mean... perhaps we simply don't have the same definition of the word effort... To me, effort is a measure of difficulty. There's no difficulty in pushing more buttons on a keyboard. Effort is what I expend at my job- or at the gym- or even on my diet... Effort is not pushing buttons. Could you elaborate on what you mean?
Story first is this game's Achilles heel. And XIV is neither the first nor the best Final Fantasy MMO with its approach to storytelling, expansions and gameplay feel.
Recommending that people just unsync the older content if they're unhappy with sub-cap rotational feel will kill this game. Because "story comes first," and story demands that new players do dungeons and trials. Which will have reduced population as more and more people refuse to do synced instances. That's exactly why we have duty roulettes and the rewards they give to begin with.Quote:
Plus, there IS a setting that can help you get what you want, Unssynced Reviosinst Trivial Mode, or URTM.
In any event, designing the jobs so they feel good at all levels bypasses this and also provides a better experience for new players that would otherwise still have to slog through this crap for dozens of hours before getting to the "real stuff." Which, you know, seems to be a good business decision as well as a good design decision.
Yes, you say scaling down, but that process is not going to be perfect. Either you have players with all skills being able to heavily outperform those without those skills, or those with the skills needs to work harder than those without them to do the same amount of damage/healing/tanking, which is a lose/lose situation as neither is enjoyable.