




Never mind how utterly redundant new players would feel when they see others in the party do cool flashy stuff and they have little more than a three button combo and maybe a self heal.So, if I get into a group as.... say a BLM....
Let's say I get into Sastasha with a Lv18 BLM and I'm a Lv70 BLM.
For me to get the same DPS as them, I have to do Enochian, and all that jazz while they just spam Fire, Blizz and Transpose? You kidding me? How is that fair in any way?


Yeah, this is just simply a terrible idea all the way around ... bad for the poor Lv70s that have to do 10x as much work as the newbies, and bad for the newbies who would get bored watching the experienced players doing their stuff. THAT, and ON TOP OF THAT, the way it is now... if there's a, say, MCH that just started, and I end up in their group as a MCH myself, they might be stumbling over their rotation trying to find the optimum way to use their reloads... well, the way it is now, they can simply copy what I do and learn a thing or two by paying attention to what I do.
BUT, if we did the OP's idea, they'd see me using abilities they don't even have yet and they wouldn't be able to learn in that way.
Nah the OP is saying to lower the damage output of all abilities.
That Lv18 BLM beside you would do 20% of a mob's HP in damage with an Astral 1 Fire. You would likely do 20% of a mob's HP in damage with an Astral III Fire IV. Cast an Astral 1 Fire yourself and you'd barely tickle it with the OP's suggestion.



Nope. Great idea actually.Yeah, this is just simply a terrible idea all the way around...
Just nerf the abilities above level. Kind of how they nerf the stats of gear above the level of the dungeon.bad for the poor Lv70s that have to do 10x as much work as the newbies,
Wrong, people would be further incentivized to get to the level they get to unlock the flashy stuff. It's literally the entire incentivization structure built into the leveling system in all RPG's in the first place. This just increases the potential of discovering the animations organically.and bad for the newbies who would get bored watching the experienced players doing their stuff.
Finally, a decent hypothetical. Sure, this could be an issue. Again, if abilities above the dungeon cap were nerfed to the point that using the at level rotation was more efficient, you'd be incentivized to use the at level rotation, but not forced. Even in this supposed hypothetical (which is decent, don't get me wrong) input and help is still up to the player. Only if the player cares enough in the first place will they either learn or teach. From the vast majority of Mentor threads on here and reddit and in game, this doesn't seem to be the case. Still, at least this was a decent hypothetical worthy of mention, despite a lot of the strawman and naysaying that's instead being done in this thread.if there's a, say, MCH that just started, and I end up in their group as a MCH myself, they might be stumbling over their rotation trying to find the optimum way to use their reloads... well, the way it is now, they can simply copy what I do and learn a thing or two by paying attention to what I do.
Better to just nerf above sync abilities rather than worry about nerfing all abilities. This solves the issue of overpowering tanks and other players with a more dynamic rotation (which I'm not completely against, but a sync'd ability list that is level dependent solves this issue).Nah the OP is saying to lower the damage output of all abilities.
Not necessarily if above sync abilities were adjusted accordingly and at level and lower abilities maintained. Issue solved.That Lv18 BLM beside you would do 20% of a mob's HP in damage with an Astral 1 Fire. You would likely do 20% of a mob's HP in damage with an Astral III Fire IV. Cast an Astral 1 Fire yourself and you'd barely tickle it with the OP's suggestion.







Yeah, for ONE week per month, you can go through a specific set of dungeons of their choice and last I heard, the mechanics didn't work, and the dungeons were either half of the time broken or way out of whack too easy or too difficult, or just plain.... don't work that well.


I have an even greater idea. Hold on to your chair now cause you gonna fall. It's so great that it can work from the get-go!
...Ready?! Here it is. Don't use the roulette! Great, isn't it?!
You can get comparable experience and other rewards from highest level dungeon available to you at any point. And with all of your skills intact. You can even get tomestones from em, so you're not going to really lose there that much either.



Never mind how utterly redundant new players would feel when they see others in the party [have cool looking and flashy gear and emotes] and they have little more than [crafted gear and low level mismatched colored sets].
Yet, here we are, with Level 70 Dark Knights in a full Diamond Fending Set already in dungeon.
Crazy.
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