That's great for you. Unfortunately there are people who find it to be not fun, hence the reason this thread exists.Every player's definition of fun is different. For example I quite enjoy going back to the old content and running it with a limited set of moves. Making use of my limited toolkit (aka limited resources in my eyes), to conquer the challenges set forth. Then in higher levels, using a fuller more fleshed out toolkit to overcome the challenges.
But it does stress the point of you can't please everyone. Let's say you changed it to just be another max skillset roulette, some people would then find that boring. SE are damned if they do, damned if they don't. It doesn't matter what they do, threads like this will always pop up because there'll always be someone not happy.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.
I'm willing to bet the majority of people would prefer to have more than 2 buttons to press in a dungeon.But it does stress the point of you can't please everyone. Let's say you changed it to just be another max skillset roulette, some people would then find that boring. SE are damned if they do, damned if they don't. It doesn't matter what they do, threads like this will always pop up because there'll always be someone not happy.
The amount of dungeons it is this low in very small, I don't see them further destroying all the roulette content just because satasha and a few others are super boring.
I count 5 dungeons and a trial where a GLD/PLD would not have access to Rage of Halone. Why would scaling abilities destroy the low level content? It's already trivial with 2 buttons.
Now think of it with blm's using chain flare.
I know running it in under 10 mins sounds cool but I don't think the devs want that to happen for multiple reasons, scaling the enemies up wont help either because than new players would get screwed if they happen to not get a sync player in, and do literally nothing if they do. It's not the best as it is sure, but its still better than the alternative overall.
Giving us full access to our kits would screw it over for the new players, which would in turn lead to one of 2 things:
1) The new player leaves because they are not enjoying themselves. They feel inferior and never have to, or get to, do anything at all. Because the max level person just... does everything for them.
Which reminds me of when my friends power leveled me in WoW. They would grab a mage run into the dungeon pull EVERYTHING including the bosses into one spot and then 1 shot nuke. While I just stood there in exp range. It was boring as all hell.
2) Frustrated players would resort to jump boosts, placing them where they may have the class/job skills, but not the required player skills. Leading to the community getting even more toxic, and leading to an even greater tank/healer shortage then we already got as people will only run with FC members even more then they already do.
Giving us our full kit in every dungeon regardless of sync will only cause more harm then good to the overall playerbase, and basically be shoving daggers into the growth of the playerbase.
Having full access to skills and having a max level character in a level 16 dungeon are very different things.
1) The new player leaves because they are not enjoying themselves. They feel inferior and never have to, or get to, do anything at all. Because the max level person just... does everything for them.
Which reminds me of when my friends power leveled me in WoW. They would grab a mage run into the dungeon pull EVERYTHING including the bosses into one spot and then 1 shot nuke. While I just stood there in exp range. It was boring as all hell.
Giving us our full kit in every dungeon regardless of sync will only cause more harm then good to the overall playerbase, and basically be shoving daggers into the growth of the playerbase.
Too much math to be honest. With the current system we have potencies (almost) balanced per level, while including level synced stats. With your suggested changes, it would require ridiculous volumes of math per class, per available skills (and levels because the coincide), in addition to coding figuring out whether or not people did their class quests and the types of debuffs/buffs each class provides...
Like balancing a level 15 Gladiator's eight skills (including role abilities) against lets say... A White Mage's 26 skills or... Red Mage's 28 skills (excluding consolidated skills and role abilities) is very tedious and also very annoying with the amount of different variables, party comps and alike.
Dedicated JP Astrologian Thread: http://goo.gl/YyGVA8
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