The leveling roulettes is just going to stick you in Sastasha a dozen times anyway.
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It's not the same as adding RDM/SAM since a clueless DPS isn't going to halt progress and you can kick bad DPS and get a replacement in no time.
They should have it start from a much lower level unless players have one of the achievements for reaching a specified level with any of the other tanks. If they announce early, you'd have players interested in playing as the new tank level one of the current tanks and learn from now. If they don't they can always buy a jump potion and give SE more money.
Or that.
I say they better have a lot of Job quests that gives them the run down of the Gunbreaker skills during the starting lvl 60. Around maybe 5 to 10 lvl 60 Job Quests with each Job quests focusing on practicing different aspects of Tank Job while also building on each previous Job quests.
While starting at level 30 sounds nice, the reality is that SE may most likely just have a Huge EXP bonus for players to skip all the way to lvl 60 anyways (most likely a 500% EXP bonus to reach current content) and the small amount of time between 30 to 60 may not even engrave enough experience to have them fully learn the Tank role.
If I'm being honest, I was upset back when they announced that Astrologian, Dark Knight, and Machinist would start at level 30 instead of level 1. I'm the type of person who enjoys the journey more than the destination. I realize that not everyone is like that, but for those like me, starting a job at a higher level cuts the experience short.
I've already come to terms with the fact that this game mostly doesn't cater to those like me. New jobs released with Shadowbringers will start at level 60. Then for the next expansion, they'll probably start at level 70, and so on.
If it were up to me, I would have new jobs start at level 1 or level 30, then grant them boosted experience gain, either innate or through the use of an item. I mean, look at Blue Mage. That job started at level 1 and many players obtained level 50 in one or two days even without using exploitative methods.
In addition, they could modify early access. Give players a week to play new jobs like Gunbreaker, providing time to reach level 70. Then after that first week, unlock the rest of Shadowbringer early access. Players can then immediately jump in with a level 70 Gunbreaker ready to go.
I think starting Gunbreaker (and whatever other jobs ShB introduces) at 50 would be more ideal than 60. Following the precedent set by Stormblood, I think it's good to let people access as many new jobs as possible as soon as they finish the base game's story up to level 50. For new players who want to try new tanks and healers quickly too, sure, there's Dark Knight and Astrologian in Heavensward, but the limited number of jobs in these roles makes me feel they should be accessible as early as possible.
I don't think leveling from 50 to 70 at the start of the expansion is too much to ask for, either. It's the same amount of work that new DRKs/ASTs/MCHs put in when Heavensward came out, and leveling has only become quicker and easier since then, I feel.
Potentially, its because of the Job quest itself. In one fell swoop, if they started it at 50, then they have to have a story for Heavensward, Stormblood, and Shadowbringers. Red and Sam ended up only with their initial two story arcs (Heavensward and Stormblood). AST, MCH, DRK (ARR and Heavensward). So I kinda suspect they simply don't want to make three tiers of story/work on top of all the rest of the stuff they need to do with the established class/jobs as is.
As a tank main, levelling doesn't mean anything. Have them go through hall of the novice, before they can run any dungeons, that's as good as you can do.
I mean, if people have been playing as a tank for a while already, this new tank job isn't really going to be any different. There will be aggro combos, defensive CD's, and some gimmicks it has. All it will be is reading through it all and putting them on ya hotbar in the order that works for ya.
Well they’ve already done this with scholar/summoner. You can level summoner all the way up to 70 and then go unlock scholar for a free 70 healer having never touched the role before, and ten hop right into 70 content without a clue (or the same the other way around, though likely with less disastrous results). I don’t think this will be too big of a deal. Things will iron out over time and it’s not going to change the segment of players who want to practice a bit before jumping into the deep end vs the segment that would fresh unlock a new job/role and then just jump straight into duty finder with no clue what any buttons do. There will always be those people no matter what.
Personally I never liked the newer classes introduced in expansions past arr to always start at some higher level than normal.
I get why they do it, and certainly having to slog all the way from level 1 would suck in some ways.
But IMO it takes away from getting to experience much of the content with it (unless you're intentionally going back to old content with it just to say you did) and doesn't give the player enough time to gain a deep understanding of how to play it optimally, certainly not if they're a casual player.
Besides, it's not like old classes have been adjusted to allow players to just skip fifty levels if they want to do the msq on one of those classes.
I don't see them allowing me to start as a lv50 monk in stormblood.
You learn how to play a tank at lvl 70, anything below it is just a child game, believe me.
I wasnt prepared for anything above 70 and i did a lot of dungeons and trials myself on my way to max lvl.
Its due to your limited amount of skills to use, some skill you unlock at 60-70 are so essential to the gameplay that you feel like playing different job when under lvl 60. You dont learn anything from that, just 1-2-3 into oblivion and aoe spam 1 skill.
Who cares.
We already have that as a thing that happens, it's not really going to change a whole lot.
I picked up DRK at the start of SB again and leveled through it without a clue. Worked out, sometimes overpulled, used buttons wrong and so on. Dungeon's aren't difficult content, so long as someone brand new can use an AoE threat generator odds are they'll be fine.
People still wipe, today, in low level dungeons with new tanks.
Like, it's a dumb gripe.
And you ain't gonna learn for crap if you never do it. So.
There's a solution to that, though. RDM and SAM lampshaded starting at 50 with a lot of skills because we drew it from the soul crystal, but getting a Soul Crystal for near any other job didn't really give me all that much. So they could do something like that where the Soul Crystal unlocks you at a lower level, and the story only picks up when you get high enough. Still gives people the leveling experience, still doesn't require new stories.
The only drawback to this I can think of is that they should let people choose if they wanna start leveling so low, because some people do enjoy the leveling process, and need that time to properly learn the class.
It requires
- Shadowbringers registered
- Level 60
- No MSQ requirement unless you start in Limsa Lominsa (need Envoy to leave Vyllbrand)
This is consistent treatment to RDM/SAM: requires (old cap - 10) and begins at the same; and requires 10 levels of catch up to be eligible for new MSQ.
This is great. It means you can play to 60, then switch immediately to the job you want to play, without being chained to story progress. For people who level later, they could be Lv60 well before they reach the final battle of 3.0. This way, they can finish up the 3.0 story on the job they actually want to play and get experience on that job instead of something else. On the other side, people who have been 70 for two years will only need to spend five or so hours leveling from 60 to 70 to catch up with the story before moving on as their new main.
im glad its 60
only 10 levels to catch it up with story
i did it with RDM for SB Ill do it again for Gun breaker (i don't think ill do it again for another new job though)
they will not get far without some knowledge of tanking even with HoH/PotD at there disposal
Normally I'd agree, but I have PotD to help break in my abilities one level at a time.
HW's new classes started you at level 30. Getting from 30 to 50 doesn't really teach you much other than the basics you already know: don't stand in bad, kill the things, keep the aggro and heal the players. That's not going to change at level 60 just doing dungeons up to level 70 and againt to 80 and whatever levels beyond. I don't see the issue.
Moronic DPS that think they know how to tankbad tanks have existed for years in this game. Having seen Dark Knight's release, I know that it'll be nowhere near as bad as most would think and what would be perceived as "the worst" of it will be over in about a month after release.
Alternately, the starting level for all new jobs (consistent since the first additions in Heavensward) is "the previous game's starting level".
Jobs started at Lv30 in ARR, and so did the new jobs in Heavensward.
Heavensward gameplay + Stormblood jobs start at Lv50.
Stormblood gameplay + Shadowbringers jobs start at Lv60.
If you're only learning to tank at lvl 70 then there is something seriously wrong.
The basic tank tool set you gain by lvl 50.
You're tank stance,Provoke,Your pull and emnity aoes etc,Some basic damage migitation.
Anything after lvl 50 is just extensions to the tank jobs.
Mechanics like tank swaps.off tanking and dealing with tank busters has existed since level 50 with primal fights and coil.
It didnt just all suddenly appear at lvl 70.
Yes, but players that starts tanking now won't have to deal with all that stuff until they reach level cap. Also, at lvl 50 any job would probably have about half of their toolkit by the time the expansion is released. If the reason of a lower starting level is to let new tanks get used to tank-specific mechanics, I'm sorry but it's not very convincing. Just add some solo-instances in the job quests that force the player to use provoke and defensive cooldowns. That's way better than forcing players to spend several hours spamming easy dungeons or, even worse PotD and HoH, because we all know that's what's going to happen.
I personally miss starting at level 1.
BLU was a refreshing sight again. ...for 45 minutes and then I was level capped.
But low level learning is great, it lets people learn naturally and progressively, rather than having 50 levels worth of skills and traits to learn all at once.
That wasnt most of my reason.You've just deliberatly only copy pasted that part.The full post is right above your post too.
I've just pointed that part out also as the person was trying to give false info.
My main point as you already know is about people who never played tank before learning the basics.Breaking someone into tanking at a lower level where damage is more forgiving on tanks and agro will be easier to hold is better than throwing them in the deep end with little knowledge of agro managment and dealing with pulls and reducing damage while having the dps with strong rotations ripping agro off them.
SE want to gain more potential tank players to sort out queue issues but this will put people off tanking as it will feel much harder than it is.Not to mention all the flaming that will put them off it too.
It will also hinder the progress of newer dps and healers tryign to reach the new content.
Tanking is easier than DPS... If we're going to want harder requirements to be a tank, we need doubly harder to be a DPS.
I've been a main tank across many MMOs since 2007, the role is essentially easy, and has been getting easier. It was last hard in maybe 2008...
Tanks in this game especially don't have many special tank mechanics. You just hold aggro, stay alive, and do as much DPS as you can because we're basically a glorified DPS that can often ignore most of the DPSer's mechanics. DPS on the other hand have a lot more effects to work with and around, and have much tighter rotations to execute. Tanks only need to 'get good' and 'L2P' at savage level. DPS have to be that way a lot earlier. Anything below savage and a tank can fail at most of their DPS rotation and as long as they can hold aggro and not die - they did a good job. But if a DPS only manages to 'not take aggro and also stay alive' - they've failed.
They could start this tank at level 80... and let it queue right away, and it wouldn't hurt play all that much...
It's just a tank.
My OCD wants the starting level of the new jobs to be 50. In HW they started at lvl 30. Which I thought was cool sense the new jobs didn't have a base class and you get other jobs at 30 anyway I was fine with. Then they locked them in HW areas that you had to be level 50 to get to anyway so... that was annoying. Then SB came out and the new jobs were lvl 50. I didn't like this cause the HW jobs were 30 so I wanted consistency. Now the new jobs are going to start at level 60... again triggering me... However... that triggering will be gone when they are all level 70.. unless one is a healer then it will stay at level 60 cause there is no way I'm playing a healer past lvl 50.
I remember way back in the day when DRK, AST, and MCH were released someone used like a poll or something to see what type of players who were playing these classes when it was first released. Turned out that most people were tanks trying the new tank class, healers trying the new healer class, and dps trying the new dps class. This will most likely be the same thing this go around as well. Sure there is exceptions, but I find it hilarious that people act as if tanking is all that difficult in dungeon scenarios. Its not like its hard to hold agro on tanks anymore. And when new content is out and people are adjusting to how their class now plays and I highly doubt people are going to mind too much if the tank is in tank stance the whole time and the clear on the new dungeon takes a few more minutes longer.
There are barely any tank busters that will kill you in tank stance at lvl 50-60 trials, you could spam 1-2-3 combo all the time you will do it no matter what.
DRK and WAR are completely different jobs at the level of 70, and they are nowhere near the ones that you play under lvl 60 thats the fact. When you lvl those two up, you will have to learn everything again, because their absolute core abilities are coming at those lvls.
Also you need to learn to be efficient at lvl 70, not sitting all time in tank stance like you could do in low lvl duties, actually manage the enmity, use the support abilities you get since the aoe dmg hurts the healer a ton and so on.
Saying that you learn tanking when lvling up to lvl 70 is an exaggeration. Sure you learn basics, but you could learn them in one day of playing the tank after watching a 10 minute guide on the youtube.
However learning muscle memory for certain rotations and skills and memorising the duties is what you are really start to learn at lvl 70, it is way more important than knowing how to 1-2-3 combo and aoe spam all day with occasional CD use. I do duties under lvl 70 all the time, and that does not learn you anything, when it comes to lvl 70 i am behind in performance due to my liking of doing stuff under my lvl, those two are two different worlds, similar but different.
Imaging learning to drive a our first car at automatic gear system, and then have to drive one with manual, its technically not large difference, but for a driver is a lot.
They have a very easy out here. The Musketeer Guild stuff still exists in the game. Hence I would be surprised if they didn't use it. Thus they have the opportunity here to add it as a starting class/job. Now if you already had a character at level 30+, then by all means switch directly to the Gunbreaker or Machinist. This is why new jobs introduced start at 30, so they don't have to write a level 1-30 story that to be fair most of the level 1-30 content for the all of the jobs plays the same, because they have to be in the mainland Eorzea ,which if a new job was introduced by an expansion, would not make sense to do. They could do it here though.
Now how they added Red Mage and Samurai was really backwards. So both of these jobs start at level 50 in the Eorzea 2.0 areas, so if you don't have an expansion pack or haven't finished 2.0, they will be stuck at level 50. But you can use their entire skillset upon acquisition. These both should have had a level 1-50 story to them, but clearly they didn't feel it was important for the players to lean the skills in easier content first.
So here's my opinion, I'd rather see it start at level 1 and be a starting option, but it can start at level 30 if it's meant to be a "learned" job like Machinist. If it's meant to be a freebie to the base content like RDM/SAM, then by all means start it at the previous content's level cap. To me I would feel cheated though. I also feel that other players get a very negative impression of a newly introduced job when the players have had no time to learn it, which is what RDM and SAM was in high end content.
Meh I would have just had every job start at level 1 IMO
Reasons?
1. Helps new crafters as there would be more demand for lower level gear on market board
2. Experiences of HW caused by people trying out DRK and AST when they had absolutely no grasp of the jobs role let alone the job's individual mechanics.
3. If they plan to implement that thing they mentioned where you could essentially replay an MSQ story arc then starting at lv 1 seems like less of an issue. Also they could maybe have kept going with some of the things they been neglecting since 2.0 like the hunting log for exp.
Honestly, with the trust system coming, I'd expected my Squadrons and Trusts to be useable from old content (if it started at level 1), rather than level 60. 60 is fine, since it's out of ARR (which I hated for the most part while leveling), and HW is kinda decent stuff for anything and everything pre 70. It's about the same with SAM and RDM starting at 50, since the cap is at 70. So a 20 level gap won't hurt that much. Now that we'll be increasing to 80, the 20 level gap will still be there as long as the job is starting at 60. Again, 60 is a decent place to start the job, as opposed to level 1, but I wouldn't have minded starting from level 1, 50, 60 or 70 either way. You learn to adapt as you progress in level.
DRK/AST/MCH Prerequisite:
-The player must have purchased the Heavensward expansion, and must have completed all of the Seventh Astral Era Quests up to Before the Dawn in order to unlock the city of Ishgard.
RDM and Samurai Prerequisite:
-The player must have purchased the Stormblood expansion, and also have Disciple of War or Magic (Lv. 50)
Buying the expansion for HeavensWard raised the cap to 60. Buying the expansion automatically raises the cap limit to 70 for StormBlood related content. So no, your misinformation is very much off with "being stuck at 50". You cannot unlock any of said jobs above unless you buy the expansion outright first. The update patch allowed you to PLAY with other players who had the job already, which didn't require anything else but updating your game and patch. But to UNLOCK said jobs, you needed to BUY the expansion. You couldn't just NOT have the expansion and be able to play them. That defeats the whole purpose of buying an expansion pack.
Its not so much a gripe about the starting point itself. Its having people essentially drop into duties with no knowledge of what their job does or how to play a role. I had experiences back in HW with people wanting to try DRK and AST that never played tank or healer period and it was like throwing someone into a race car to drive in Le Mans just because they have a drivers license and no accidents or tickets on their driving record and expecting them to perform.
Do you realize how awful the player base is at 70, with people who REACHED the cap and STILL have absolutely no idea how to heal or tank? Let alone DPS and adds in a bundle of a group or single targeting? Starting at level 1 is no better than getting to 70 or even 80 and 100.
If you want to learn how to play a tank? Go play GLD or MRD
If you have some experience in tanking? Play DRK, since it starts at 30.
Healers have ARC, and shortly SCH.
CNJ for WHM once you reach 30, but starts at level 1.
AST starting at 30 for some users experienced in the healer class already.
The thing is, there's already a base set of types of healers and tanks in this game that start at one. Nobody is to blame but the user themselves for starting at a choke point they're not use to. That's what other jobs in the game are there for. To give you a general idea of the job and likeness. I get what you're saying, but again, there's other classes in the game that will help give you a much easier balanced idea for heals or tanking in the game, before taking on the newer classes. The only one to blame is the one who hadn't bothered to try tanking or healing with prior classes, throwing themselves in the fray ahead of time. It also helps to read the tool tips before hand and get a sense of what the skill does, and in what combination too. Problem with this player base is that they don't bother to read their skills to tell them what it does properly so they know what they can expect. Not the potencies itself by damage or just this, but the actual skill and what it does too. This skill says it grants enmity. Use with X skill for further enmity. Tanking doesn't take a genius to learn how to play. A lot of fun overall, and most of the things you need to worry about in terms of DPS will not come till AFTER you're at cap anyways. People will get mad if you don't bother to at least read what your tools do. And kick you. But it's all a part of the process of learning and leveling, and overcoming by adapting. That's what game learning is all about. Trial and error. If you can't take the heat, stay out of the fire and try some earlier classes, coming back to it later on. Don't just do it cause "the rest of the world is playing it, I should too!". Suck it up and try again and get back in that fire pit, or take some time and come back to it later.
We'll have the aetheryte earrings to help with the leveling process, unless one insists on spamming HoH to level it up. Should go much faster simply queueing the highest level dungeon available since tank queues tend to be near-instant (although I suspect the swarm of Gunbreakers will change that).
DRK starting at 30 didn't change anything aside from how quickly those players got to 60. There were still plenty of bad tanks, DRK or otherwise. Gunbreaker starting at 60 won't be the end of the world.
That said, I wouldn't oppose it require having leveled one of the current 3 tanks to 60 in order to unlock, but I highly doubt such a restriction will come to pass. SE already received enough flak over how cumbersome it was to unlock the HW jobs.