Another great point that I didn't think of. XD
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My immediate if was hired to be lazy is look at what id expected and then set a formula for floors and ceilings and curved in between. For example on burst, your issue is less if we are placing a ceiling. Level 30 has a burst of 500, level 90 has a burst of 900, ceiling the 900 and start to curve the rest of the job within the two bounds so we reach the approximate goal of potency per action / dps. If being lazy this would all be automatic too lol "why is my AOE 106 potency?" "Excel dictated it. :3"
It's not going to be perfect, but it is also currently not perfect. So you're breaking eggs to make an omelette either way. In my view keeping the job as fun as possible to play is worth some wonk in potency scaling, as currently it's pretty bad feeling.
Hell, we could make it optional in a menu. Would you like to be scaled down, potentially having a slight nerf to potency but increased features, or a very bare bones, no touchi my potency and lack of depth kit? "We don't care, they're similar enough for us".
Being hyper exact is only really important when playing the can't be epic echo'd content, since echo is already taking a giant dunk on the balance. In that content, they could freeze time and give you literally the kit that was made for that content, if they wanted to be that strict on it lol.
This subject has come up a lot since Endwalker. I created a similar thread in September and cited a few reddit sources with the same discussion.
https://forum.square-enix.com/ffxiv/...very-expansion
In short, a lot of people find level sync in its current form insufferable. While the opposition have valid points about the balance of the content with full abilities, something does need to be done. You can improve the new player experience all you want, but it's the older players you need in order to populate roulettes.
I will only speak on my own experience, but I know I'm not alone. I no longer touch synced content at this point pre-Shadowbringers. If I'm doing Wondrous Tales, then I'm unsyncing and solo'ing most of it. As much joy as I get from helping new players, syncing is dreadfully boring.
Follow-up comment... a number of opposing viewpoints rightfully bring up the issue of potencies for high-level abilities.
For the last few expansions, SquareEnix has been using the trait system in order to facilitate abilities turning into other abilities and gaining potencies. If SE wants to build a better infrastructure for level sync, they can utilize traits that cull the potencies of attacks when used in different level brackets. To make up for the gain from high-level oGCD attacks, they can trim the difference between required item level and what the item level actually syncs to for individual duties.
In b4 "but that takes too much work!" Get out of here, they spent an entire expansion just changing the game's graphics a little. They can invest in the playability of their game.
They're fine with giving viper 2 buttons to press until level 55 so I'm not holding my breath.
"Just please think about those new free trial accounts that wants to experience the marvelous ARR battle system in Sastasha for first time, yes a dungeon from a decade ago YOU MUST lose 95% of your kit and press 1-2 for straight 30 minutes, this game ISN'T for you my dear veteran player".
The worst is that a huge amount of content you'll see in most roulettes will be lv.50.
Alliance Raid, Trials, 'High End' Dungeons, Levelling.
Especially awful with Alliance Raid cause the roulette is like 85% Labyrinth, CT or WoD.
So most of the time you'll sit there with your lv.50 kit.
And for most jobs lv.50 rotation is awful.
I am currently leveling BLM from 90 to 100 and had (of course) WoD in Alli Roulette and BLM at lv.50 feels like utter shit. The only one that comes close in absolute awfulness is VPR at lv.50.
If I do not level and do roulettes and play VPR and get lv.50 content I leave if it's 8-man or 24-man.
Cause I just can't do it with VPR without falling asleep.
See, but, the example isn't there to serve as a "this is powerful, how do you balance" question.
The example still works just fine in context of everyone that says "all they need to do is adjust potencies" or "just scale the numbers."
There is no scaling here. The skill is literally "restore all HP." Sure, at low levels, small HP pools, there's probably a dozen skills that will do the same thing, all from varying levels.
But the point remains, it serves as an example, and only just one, of a skill that doesn't rely on any potencies, and couldn't be easily scaled.
The point remains that this suggestion is never as simple as everyone making it seems to think. When the devs' clear intent is to keep a level and balanced playing field in synced duty content, it's never going to work to have players with access to more and varied skills than the newer players they may be paired with.
By my point is simply the fact that benediction is so weak WHM could have it at level 1 and it would change nothing. Because the skill isn’t worth anything.
I get your point is “you can’t scale infinite HP restoration” but benediction is literally the only skill that functions like this (RIP ARR lustrate) and it’s so weak in the grand scheme of things it’s literally meaningless to even consider it as a noticeable factor
All other skills either scale from potency or from health of the user/target.