I'd hate it. More opportunities to speed run low level dungeons in Roulette and keep new players behind... no thanks. They already have it bad in Main Scenario, let's not ruin another Roulette.
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I'd hate it. More opportunities to speed run low level dungeons in Roulette and keep new players behind... no thanks. They already have it bad in Main Scenario, let's not ruin another Roulette.
Haha. That's really up to you. I do join them if somehow they have hard time finding member or queued for long time. Can't really compare new players to babies though, since tutorial in this game are quite abundant. Those dungeon level does have their own purposes.
They should not lock the skills so if there is a guy who is new to the game and he sees a high level guy using the skills, he will be intrigued and motivated to level his to max to get these skills for himself!
How about a compromise only cross class abilities remain unlocked other classes can use them anyway base class should be able to aswell
What about...
Skills unlocked
Traits not unlocked
Yes. I actually enjoy the level cap and restrictions in lower level dungeons, it gives me the chance to go back to basics with jobs and reminds me of a much "simpler" time. Admittedly it's a bit annoying levelling up and not being able to use your new skills all the time, and it's annoying when you have to sync to 49 for certain FATE's, but beyond that I'm not bothered by it.Quote:
I think it is a good idea to left as it is, it should give players chance or reminders how to learn/do their jobs effectively.
The truth is, you don't need all your skills for those dungeons, they're not designed with that in mind. The addition of all the level 50 skills would likely make them even more trivial than they are already.
Half comboing as war feels like limping all the time.
It's like going through all that foreplay without the sweet release of butchers block.
While it would be awesome to be able use Regen, Medica II, Shield Oath, Circle of Scorn, Bard Songs, Rain of Death, Perfect Balance, and other skills in early dungeons; I'm very against the idea of being able to use top end skills in those dungeons. They're easy enough as is, no need to make it easier.
Getting combos down in fighting games is waaaaaaay different than learning rotations for monk.
We're doing bootshine (wait 1-2 seconds) -> true strike (wait again) -> snap punch (among other combo sets)! No plinking, juggling, super jump canceling, FADC, or anything.
Having Sako combo level inputs in the game would be awesome though ;D