Came in expecting something along the lines of a Prestige class for our job clases for new spells and skills and crap.
Not this EXP Share nonsense.
The answer is no. Not happening.
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Came in expecting something along the lines of a Prestige class for our job clases for new spells and skills and crap.
Not this EXP Share nonsense.
The answer is no. Not happening.
Though, again, this is merely retorting the base facet of the game that doesn't actually teach people how to play the game (Not helped by the fact that skill placements are implemented horribly that make jobs have radical changes in how they play between low-mid levels and high levels)
Personally, quite the opposite. At least for me.
I'd still be doing Leveling Roulettes (Since they are still optimal for leveling :rolleyes:)
Only, I'd also be doing more of them (Since my level 70 jobs can access ALL level 1-69 duties) as well as playing my Tank and Healer jobs more. Rather than spending a bunch of time doing duties on the 9 DPS jobs and essentially making those queues worse while I'm leveling these jobs. (It's one of the reasons I leveled ARC as SCH not SMN. Despite me not being the biggest fan of SCH its better queues, not only for myself, but others)
As far as "Earn to learn" I mean... I'm not asking for the ability to skip the leveling process (It'd still take time) nor am I asking for the ability to gain leveling advantages (Such as by farming end-game dungeons for 10k+ experience a kill instead of level appropriate experience gains for lower level jobs). It's merely an alternate means to gain experience, one that doesn't necessarily mean forgoing actually playing the job being leveled too.
Variety is the spice of life as they say, and being able to play a job, as well as contribute to its leveling while doing other tasks on a max level character (Such as farming for gear upgrades, or doing daily/weekly bonus duties) makes for more interesting gameplay than spamming duties on the low level (Often incomplete) job and getting stuck in the level ranges where you only get into 1-2 different duties (Such as doing Level 50/60 Roulette at level 50 gets you Qarn (Hard) or Wanderer's Palace (Norm/Hard))
If other people are doing hunts, they're not doing them frequently, and/or not many are.
Dead doesn't mean 0 players. Dead means very low numbers of players. Seeing a handful of sprouts whom haven't unlocked DF yet over the course of several weeks is hardly a sign of a thriving community within these zones.
I never said leveling additional jobs isn't hard.
Also "What's the point in playing a game if you just want to get to the end instead of enjoy the entirety of the game in the middle?"
So... What gameplay during leveling are you referring to? Like, literally most leveling is done by spamming duties. Just like at end game. If you "Championed" a job you'd level it... By spamming duties.
The only difference is that a max level job gets to enjoy the entirety of the game as it can go into all duties and roulettes will take you into all sorts of dungeons and trials from levels 1-70 as opposed to partially leveled jobs which are restricted based on their current level.
If alternate means of leveling jobs existed in a way that was somewhat competitive to duty spam, you might have an argument. If FATE trains still existed in overworlds, if side quests were plentiful enough to level more than 1 additional job, if Hunts were more involving and thus take you more than 5 minutes to do for the day. Then you'd have an actual argument for "Enjoying the entirety of the game" by playing a specific job through levels 1-70.
As it stands now, end-game is basically the same as leveling in terms of experience grinding. Do duties. Maybe throw in some Beast Tribe quests and Hunts here or there.
So you were expecting essentially just more levels?
Since that's all that "Prestige" that unlocks new skills would be >.>
This would be a nice addition. It's not much different from classes starting at high level, which we have a few of and are getting more. The low level portion of the game can be really dull, letting people get around it might increase the number of people leveling. I also feel like the way leveling is structured is a detriment to learning your class anyway. Super simple low level combos don't teach you anything outside of the muscle memory you build after using them for about 5 minutes. In the mid levels you build bad habits by trying get half a rotation to work and because you lack experience with some of the important skills that come later. Jumping to the last 10 or so levels will give you a better idea of how the class works as a whole, and if it's too overwhelming for you, you can always just stick to lower level dungeons until you feel more comfortable.
playing at higher level classes sooner aside - this a perpetual type game i.e. never ending. there is an infinite amount of time available to play the game. YOU may not have infinite time to play but the devs aren't going to take your personal situation into account. Hence why you would never see this kind of concept implemented. and why you must pay for jump potions.
I mean they sort of do with the whole jump potion and rested exp and armory exp bonus and accelerated exp bonus items as well as nerfing old content so that people with less time / ability to get high skill players in a group can complete content.
I respect people's concerns or thoughts that this isn't the right way to do so but I don't think it's true that the devs have not considered and already implemented things like this. Personally I think this idea would work well under adding a new type of rested exp that grows by fighting at level cap (and so you may further accelerate your leveling on other jobs but still have to play them). Also may use this new type of exp boost to make different content valid, like giving players a blue mage leveling experience until the bar is used up. I wouldn't mind it as it is either (don't really have problems that others have with it since we have things like SMN/SCH, and deep dungeons already), but I do think with a little tweak we could reduce the "you don't know your job" issue while still giving a boost. Whether people think that boost would be good or not is of course opinion but I'd find it nice.
I also think a crystarium, sphere grid, license board, merit system could be implemented that is purely glamour could be neat as well. Like upgrading or changing your spell's visual effects, allowing you to break some of the glamour rules (white mage in a holy breast plate), and stuff like that. It's not god awful but it does feel a bit bad that cap exp just goes off into the athereal toilet lol.
The thing is, this suggestion doesn't really save time.
Since all experience gains are scaled down to the appropriate level of the job you're leveling.
The only way this saves time is by allowing you to level a job whilst simultaneously progressing your main (Via dungeons/raids, doing roulettes that will give Genesis at max level etc) as well as potentially minor things such as being able to level DPS using Tank/Healer DF queues and being able to gain the advantage of a couple more daily roulette bonuses (Though would level 70 and Expert roulettes even give exp bonus?)
But this would also be counteracted by the fact that your exp bonus items (Such as the recent pre-order Aetheryte Earring) wouldn't work thus potentially making it actually take more time to level a job via this method.
The "Saving Time" route to leveling would still just be Jump Potions which instantly bump your alternate job up to level 60 (Soon 70)
I know right... The worst is DoH classes because it's like... Do I really need that underwhelming skill from the level 70 quest... Or should I save it and get a free 3 million experience at the start of ShB? :<
I could see this applying quite well to crafters, but definitely not the battle jobs for the myriad of reasons that have already been listed.