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SE has said in previous interviews they don't want to do this.
Personally, I'd like it.
Personally I just want challenge logs to be something you 'claim'. I've occasionally forgotten about them and did my daily dungeons in the wrong order, to get a big fat 1000 gil for the entry and nothing else.
It doesn't make any sense to me that playing my dancer could in any reasonable way make me a better white mage.
Hard pass. Experience points should be built up by experiences on the job in question. For those who still want a shortcut, jump potions are that way ---->
Oops stupid phone posting before being ready.
25% of a main story bonus at lvl 80 would level a level 1 char at least to 50. And the xp the lvl 79 or 80 dungeons would bring wouldn't be far off.
A bit overpowered I would say
your reward for doing roulettes at cap is tomestones instead of EXP.
People are already bad at playing the jobs they've actually leveled, and you want them to be able to get to max level without ever playing it at all? No thanks.
I would rather have exp rewards. Neverwinter has that. When you are capped but receive enough exp that you would have leveled, you automatically get a random item reward. I think it would be a fun way to get things like priority aether passes, enlistment manuals, cordials etc.
We sort of have this with the gear system.
Greed everything, and turn it in to your GC (Also there's a setting to send gear to your inventory instead of armory chest, I recommend this to make it easy to filter the 'junk'). I have pretty much unlimited glamor prisms and more grade 7 dark matter than I can ever use thanks to this. I believe you can also trade for cordials if you use them.
To my understanding, you use to not be able to do this. But with the start of Shadowbringers at least, you can que into PvP as one job, and then swap to another once you enter the instance. The experience you gain will go towards the job you qued as not the job you played on.
For the roulette itself, yes.
But for any challenge log entries you might complete while playing a dungeon with a level 80 character (eg. third roulette this week, fifth commendation given) the EXP is not substituted for tomes. Instead of the big chunk of EXP you would have gained on a leveling class, you get 0 EXP and 1000 gil.
You see that message and you know you've stuffed up. >_<
Considering how bad some people who actually leveled their job are, I'm not sure it's a good idea...
I mean, I frequently encounter SAM or PLD not knowing they have a DOT
If there was a divert mechanic I could see it going to either the chocobo at some percentage of xp earned or contributing to the rested bonus in some way. They're not going to give direct xp to another job for playing on another one.
Aha one tank from my static was like that, he joined for some innocence farm and I was like '' why don't you put your dot? '' '' there's a dot?? ''
To which everyone was like '' seriously? ''
That was quit epic, however he never play dps ever so... I can't really blame him... He leveled the job doing fates mostly
So you can have max jobs you never played if you wanted to? No thanks :)
Straight giving exp to other jobs, no thanks. It's bad enough imo that we can level a dps to 80 and at the same time get a healer to 80 without having healed. Doing this to other jobs would be very bad.
I would be in favor of putting the exp towards something like a rested bonus, or the exp adding to our rested bonus. This means people still have to play the job to get the exp.
Perhaps they can add a class challenge log for each job? With each role having specific goals to achieve. For example a tank needs to minimize a certain amount of damage with his cool downs or beat some specific trial or dungeons. Perhaps a healer needs to heal a specific amount of lives over the course of 1 week. DPS have to deal a certain amount of damage in dungeons. Maybe they can even add a speed run challenge log. Beat a dungeon synced under a specific time or beat a dungeon with no one in the party dying once.
SE needs to add more fun challenges for the challenge log.
Could just have 50% of wasted/"would-be" exp feed your bonus/rested exp margin. Probably shouldn't give that feature to things we still get rewards from as 80, but we could strap it onto all leveling dungeons, etc., so helping someone with X in turn helps us via rested exp with Y.
No need to select a job, nor would it be a way to outright skip-level something you don't enjoy (which often wouldn't bode well for the job down the line, either); you just have increased leveling speeds from you help others level without being directly able to benefit in the same way yourself.
We had a mcn in expert today, in over melded hq lvl 80 gear that was so bad at their job it was literally cringeworthy. No aoes...at all, no robot queen, no overheat, nothing, just hit 1-2-3 the entire dungeon with the occasional drill and gauss round throw in. They also ran those mobs that tether to you, in a circle single targeting it til it was dead then would switch to single target a random mob in the group that was pulled. And didn't roll on anything...ever so they couldn't be kicked. Then at the end just said, "orry I know I am bad, I just cant figure this job out." /facepalm
This is a prime example on why its already too easy to level a job, we don't need to make it so someone doesn't even need to touch it at all in endgame content. Call me an elitist if it makes you feel better about yourself, but seriously ppl, at least read your tooltips
And on the other hand. If they are bad although they leveled, why bother forcing them leveling ? They'll be bad anyway !
If the argument is to I don't know, "protect" you from hordes of bad players (lol) I have news for you : there's already a swarm. Won't change a thing.
Diverting exp would allow people who fancy other jobs and have the ability to read the Balance discord to please themselves. I mean the only way to not get bored after 3 months with one class is diversifying your gameplay by playing another
However, leveling is boring. So currently it's just forcing people to get even more bored for dozens of hours, to escape boredom of repetitive gameplay on the class they already have. It's like saying "oh you're bored ? well then go in those mindnumbing dungeons with boring gameplay for 50+ hours and you won't be anymore once you're 80 and can go in current high end content with your new class". Huuuh, I mean I'm doing it to escape boredom, not get more of it somehow ? Well fine, as someone said jump pot are there ---> 20 bucks it is.
Very much this! Directing a certain percent of XP that would have been earned to Rest XP and our Chocobo is perfect! It would help level other classes/jobs up more quickly while also requiring people to play the game. I acknowledge that level boosts are a thing, but I would much rather zoom through levels and get some amount of experience playing them than to suddenly be high level and not know what I'm doing.
It would also help people who spend a lot of time leveling their DoL and DoH get an extra bit of speed when switching out to a DoM/DoW.
Wait, the whole point of the current challenge log is to obtain the rewards by doing the challenge. The rewards are INTENDED to be recieved by people WILLING to do the task. So how does one cheese a challenge log? And people who dont find the tasks fun don't do them. Ive leveled plenty of classes paying absolutely no heed to the hunting log. My challenge log goes unfinished every week too. I still want the people who enjoy using these tools to have more options. We all know Eureka would be absolutely dead without the challenge log entries they added. Im not seeing a downside.
IMO that is not needed. I think it makes more sense to have you play the jobs you want to level up. PvP allows to "cheese it", but that's also to attract more people in the PvP.
If you were able to "cheese it" further, then maybe less people will run the leveling roulettes, and queues could be affected for sprouts...
However, I think that with the ever increasing amount of jobs, leveling all of them can become more and more tedious and boring to some players.
I wouldn't mind them making the grind a bit faster (and I mean, as of the X.0 patch, not with the beast tribes and other Bozja type of late catch-up content)
I think having an increasing armory bonus would make sense at this point.
Like, if you have one job higher than the job you are currently leveling, you get +100% xp.
If you have two jobs higher than the job you are currently leveling, you get+105% xp etc. etc.
I'm sorry, but I don't like this idea at all; you shouldn't be able to level jobs that you aren't playing as, since you're not gaining "experience" for those jobs in a more literal sense of the term. This would just lead to people being able to max out jobs that they never play, which would obviously become a problem when doing higher-level content as those jobs despite not never taking time to practice with them while they level up.