The issue though lies with the people who are actually leveling up and don't have their entire toolkit. That's probably a reason why abilities are removed in level-sync.
The issue though lies with the people who are actually leveling up and don't have their entire toolkit. That's probably a reason why abilities are removed in level-sync.
Don't see the issue though?
Level 20 Dungeon as an example.
Level 20 Lancer, new to the game.
Level 70 Dragoon, veteran of the game
Same Party.
the level 70's stats and abilities are heavily reduced to ensure the 20 and 70 both do similar damage output.
Scenario: The level 20 Lancer, new to the game, can look at the 70 in his party and look forward to what his armor/abilities will look like once he hits max level, which gives new players motivation to level up. This also means the level 70 isn't bored out of his mind spamming 2 abilities.
Rekuja Azalon
A 70 with all his abilties and his combos will generate more hate as well and a newbie tank will never be able to keep hate. They can barely keep it now when a 70 syncs down.
There is no possible way it'll be similar with the amount of skill they get between those two levels. One of the players doesn't even have AoE of any sort compared to the other. EDIT: I mean they can probably scale it down significantly, but wouldn't the new skills simply be fluff or something?Don't see the issue though?
Level 20 Dungeon as an example.
Level 20 Lancer, new to the game.
Level 70 Dragoon, veteran of the game
Same Party.
the level 70's stats and abilities are heavily reduced to ensure the 20 and 70 both do similar damage output.
Scenario: The level 20 Lancer, new to the game, can look at the 70 in his party and look forward to what his armor/abilities will look like once he hits max level, which gives new players motivation to level up. This also means the level 70 isn't bored out of his mind spamming 2 abilities.
Last edited by Sayora; 07-10-2017 at 07:49 AM.
I totally agree with the OP. I'm tired of old dungeons throwing me off my rythm. It's annoying!
Level 20 Lancer can raise their damage 15%. Can not do any aoe damage at all.
Level 20 (70) Dragoon can raise their damage 15%, can increase the target's piercing damage taken 5%, can periodically raise their damage a further 15%, has a dot, can raise the party's crit rate, can raise their damage yet another 10% while raising another player's damage up 5%, has multiple aoe attacks.
There is no reasonable way to make these players even remotely similar in dungeons.
Tanks would be huge too, GLA with no RoH versus a PLD with RoH. Being a job when low level already gives you an edge too with stats.Level 20 Lancer can raise their damage 15%. Can not do any aoe damage at all.
Level 20 (70) Dragoon can raise their damage 15%, can increase the target's piercing damage taken 5%, can periodically raise their damage a further 15%, has a dot, can raise the party's crit rate, can raise their damage yet another 10% while raising another player's damage up 5%, has multiple aoe attacks.
There is no reasonable way to make these players even remotely similar in dungeons.
It also heavily punishes a new tank. New tanks already struggle with enmity and sync'd 70 dps. The level sync is fine the way it is. Even with sync'd down stats can you imagine the amount damage the dps would do with their full kit? The dungeons at the lower levels are not designed for a full kit.Don't see the issue though?
Level 20 Dungeon as an example.
Level 20 Lancer, new to the game.
Level 70 Dragoon, veteran of the game
Same Party.
the level 70's stats and abilities are heavily reduced to ensure the 20 and 70 both do similar damage output.
Scenario: The level 20 Lancer, new to the game, can look at the 70 in his party and look forward to what his armor/abilities will look like once he hits max level, which gives new players motivation to level up. This also means the level 70 isn't bored out of his mind spamming 2 abilities.
they simply wont you can't balance someone who has 2 abilities and another person who has 15 to make them equal. its like this for a reasonDon't see the issue though?
Level 20 Dungeon as an example.
Level 20 Lancer, new to the game.
Level 70 Dragoon, veteran of the game
Same Party.
the level 70's stats and abilities are heavily reduced to ensure the 20 and 70 both do similar damage output.
Scenario: The level 20 Lancer, new to the game, can look at the 70 in his party and look forward to what his armor/abilities will look like once he hits max level, which gives new players motivation to level up. This also means the level 70 isn't bored out of his mind spamming 2 abilities.
Honestly who cares about balance in these low levels. There is already class imbalance to begin with because different classes hit different power peaks during the leveling phase. The main issue of balance in the low level dungeons is whether the low level tank can keep hate from synced down dps classes. The only thing they need to solve this problem is give the synced down dps classes very little enmity on their abilities.
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