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  1. #1
    Player
    MorbolvampireQueen6's Avatar
    Join Date
    Jan 2019
    Location
    gridania
    Posts
    640
    Character
    Nagini Kagon
    World
    Brynhildr
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Paladinleeds View Post
    Then Square Enix are gonna balance it that you have to do the full rotation for the same amount of damage as the one without all the abilities. You'd be working harder for near enough no gain. Which doesn't work. IMO it's far fairer to all players to do it. And no, people have mentioned plenty times before why the WoW system doesn't work. If I'm synced down, I prefer having the limited abilities. If I remember rightly, lore-wise you're doing an "Echo" recollection of it, which is why you get synced down. Unsynced was added as an option to allow people to do ex primal farms easier from previous expansions (though ironically it makes some of them a bit more of a problem due to insane damage differences and their insta-wipe %HP mechs). So I'm afraid I disagree with your statement, and thus if you want to use your abilities, either unsync the dungeon (if you're helping a friend or want something from the dungeon, current expansion dungeons notwithstanding as they can't be unsynced), or accept the loss in abilities. SE will just see unsynced as the compromise there and to be perfectly frank, I agree with their compromise.
    no all they would have 2 is scale and sync potency for your abilitys your still be doing more with full rotation either that or unsync runs need to reward exp and items the same
    (0)

  2. #2
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by MorbolvampireQueen6 View Post
    no all they would have 2 is scale and sync potency for your abilitys your still be doing more with full rotation either that or unsync runs need to reward exp and items the same
    It seems you don't recall how quickly things can die in low lvl instances. A lot of things die before you could do a full high lvl rotation.

    Also some abilities would trivialise content. They're designed with a specific availability of abilities in mind. Some stuff would be simply op in low lvl content. That wouldn't make it more interesting. It's boring when things are too easy.
    (5)

  3. #3
    Player
    Paladinleeds's Avatar
    Join Date
    Sep 2015
    Location
    Ul'dah
    Posts
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by MorbolvampireQueen6 View Post
    no all they would have 2 is scale and sync potency for your abilitys your still be doing more with full rotation either that or unsync runs need to reward exp and items the same
    Actually, unsync does reward items from chests the same. That's the compromise, and I don't want SE budging on that. Ex primals had their drops all moved to chests so you could get them all unsynced. And unsync wouldn't be fair to give xp for as it doesn't make the enemies stronger to compensate (and they won't do that as the whole point behind unsync is to allow you to cheese stuff, as well as try unique challenges with lesser party member count). And if they synced abilities down to do more damage than doing someone without those abilities, people will get kicked from duties etc. In essence, Square Enix aren't going to change this and I don't want them to. I like the idea of losing my abilities when I sync down, that's what I prefer. And I still have that option. If you want your abilities still, unsync is there as an option for you, though you won't get XP. And if you try and say "Well, what about practicing your rotation in these duties", I point to you to training dummies, Stone Sea Sky, and dungeons of the level you're wanting to practice the rotation in. But if they put in your way, then we'd all be forced to go that way (since they won't split DF queues based on sync type, they'd just go to one type). People who want all their abilities already have that option. But your way, because of how SE would handle DF, would remove the option for those who like losing their abilities.

    Quote Originally Posted by Penthea View Post
    It seems you don't recall how quickly things can die in low lvl instances. A lot of things die before you could do a full high lvl rotation.

    Also some abilities would trivialise content. They're designed with a specific availability of abilities in mind. Some stuff would be simply op in low lvl content. That wouldn't make it more interesting. It's boring when things are too easy.
    Both of these points are accurate too.

    Quote Originally Posted by Nekohauscat View Post
    (from the perspective of a new player) it would be really awesome to go into a Dungeon and see all those skills Like Passage, IR, blahblah
    You can always unsync it in order to showcase the abilities, or even do it in the overworld, so there's ways and means there too!
    (3)

  4. #4
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    734
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Penthea View Post
    It seems you don't recall how quickly things can die in low lvl instances. A lot of things die before you could do a full high lvl rotation.
    Low or high level, it's not all that different. Even in current 70 and expert dungeons, good DPS will be able to kill mobs very quickly. If damage is scaled correctly then level 15 will still feel nearly the same as level 70.

    Also some abilities would trivialise content. They're designed with a specific availability of abilities in mind. Some stuff would be simply op in low lvl content. That wouldn't make it more interesting. It's boring when things are too easy.
    Which abilities? The most influential might be party wide buffs as they would combine to scale total party damage higher than intended, but these buffs can just be scaled down or capped. AoE abilities don't really make a difference so long as any AoE is available at a given level, an this is the case. THM for example can use AoE from Sastasha. High DPS abilities don't change anything if they're scaled down.
    (0)

  5. #5
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by PyurBlue View Post
    Which abilities? The most influential might be party wide buffs as they would combine to scale total party damage higher than intended, but these buffs can just be scaled down or capped. AoE abilities don't really make a difference so long as any AoE is available at a given level, an this is the case. THM for example can use AoE from Sastasha. High DPS abilities don't change anything if they're scaled down.
    Party-wide dps buffs can make an enormous difference in party dps. Can you imagine stacking embolden, with ast cards and bard songs together in the likes of Copperbell Mines? Stuff dies fast enough there as it is without all of that. Then couple that with the additional dps tools tanks and healers would have. Healer aoe can be very potent, especially from a whm.

    Then there's all the defensive tools tanks would have. They would need virtually no healing on bosses because the fights are so short they could just chain all their defensive abilities. And they would be even shorter than they are now for the above reasons.

    All this would just result in players chain pulling trash into bosses to make it interesting, because playing normally would be boring due to being op. I already experienced that in WoW due to very badly balanced content. It's hilarious at first but it gets old really fast. I don't miss it. I prefer playing content as it is intended to be played than to be so powerful that any stupid thing I press makes things fall over.
    (2)

  6. #6
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    734
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Penthea View Post
    Party-wide dps buffs can make an enormous difference in party dps. Can you imagine stacking embolden, with ast cards and bard songs together in the likes of Copperbell Mines? Stuff dies fast enough there as it is without all of that. Then couple that with the additional dps tools tanks and healers would have. Healer aoe can be very potent, especially from a whm.
    The amount that the skills buff can be changed. We have traits added as we level that sometimes scale abilities. Sort of reverse traits can be added when we have stats scaled. So a Balance card might go from 10% to 3%.

    A wider selection of tools doesn't really change much. The scaling should be based on your overall DPS or HPS. Also don't forget that leveling dungeons where sync occurs already need to account for a really wide range of party compositions. Synced dungeons aren't balanced. They just have the bar set low enough so that random parties can clear. With that being the case stat sync doesn't need to balanced to the 5th decimal place. Between levels 45 and 52 for example, WHM has the ability to build up a huge amount of AoE DPS with Holy. AST has nothing. WAR has AoE from the first dungeon, PLD has to wait until level 45. On top of all of this you have i level to further skew things. Stat scaling won't be as simple as just a flat potency change, but it doesn't sound particularly difficult either.

    Then there's all the defensive tools tanks would have. They would need virtually no healing on bosses because the fights are so short they could just chain all their defensive abilities. And they would be even shorter than they are now for the above reasons.
    These can be scaled like buffs. Tanks could become softer with stat sync anyway and may need to use cooldowns more often to keep their defense as high as a lower leveled tank. Healing can already be easy depending on the dungeon and your gear anyway. Low Level AST is more or less pressing ED on CD since it's a full heal and damage is pretty forgiving for the more part.

    All this would just result in players chain pulling trash into bosses to make it interesting, because playing normally would be boring due to being op. I already experienced that in WoW due to very badly balanced content. It's hilarious at first but it gets old really fast. I don't miss it. I prefer playing content as it is intended to be played than to be so powerful that any stupid thing I press makes things fall over.
    The whole point is to find the scaling that keeps us from being OP. We can kind of try out the idea of stat sync now. Go into a low level dungeon unsynced with no gear and a level 1 weapon. I don't know how this stacks us vs each particular dungeon, but eventually as get weaker relative to enemies you'll be too weak to do anything no matter how many abilities you have.
    (0)

  7. #7
    Player
    MariaArvana's Avatar
    Join Date
    Nov 2018
    Posts
    347
    Character
    Maria Rubrum
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    Quote Originally Posted by PyurBlue View Post
    The whole point is to find the scaling that keeps us from being OP.
    The ultimate issue with this is that it'd be far too much effort for very little gain, or depending on how they scale it, making us worse off than we were before.

    Think about it this way; so many people in the DF already can barely manage proper rotations at level 70 (The clear time difference between a full party that knows their rotations vs one that doesn't is staggering.). If Square was to scale the rotation so that you'd have to do a proper rotation in order to do the same dps as someone who only has two buttons, it'd literally be nerfing the damage output of every single player who doesn't know their level 70 rotation properly than our current syncing system. If they make it so that way lenience can be made in the rotation, then you'll have people doing 2-3x as much dps as they are now in synced content or completely overwhelming newbie tanks when you get players that do know how to optimize their class and utterly shredding away any difficulty lower end content still has.

    There'd also be severe advantages vs disadvantages when it comes to tanks and healers. For example, a lvl 70 WAR would be able to utterly trivialize lower end content between self heals, IR being utterly broken with Steel Cyclone spam, and having access to their full toolkit. You would essentially have to revamp the entire combat system to be a sliding dynamic of scaling to make sure abilities wouldn't be OP at every single level, dungeon and trial of the game; something that would take CONSIDERABLE effort and is time better spent on fine tuning every job at max level.

    Roulettes are optional, so outside of wanting to do lvl sync challenges you can unsync everything else to avoid losing your abilities whenever you have to do old content.
    (6)
    Last edited by MariaArvana; 03-15-2019 at 10:03 AM.

  8. #8
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Penthea View Post
    It's boring when things are too easy.
    To piggy back on this, the lower level dungeons are already mind-numbingly easy as it is (especially the ones from ARR). Do we really need to make them even easier?
    (2)
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