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  1. #61
    Player
    Hash_Browns's Avatar
    Join Date
    Mar 2019
    Posts
    788
    Character
    Hash Browns
    World
    Siren
    Main Class
    Paladin Lv 80
    Quote Originally Posted by LaylaTsarra View Post
    Yes I'm sure they're listening to all you have to say and will adjust all future content to meet your expectations. Don't worry you got their attention.
    To be fair, after reading my hyperbolic situation and realizing most of it is probably true I'm now against the idea of high level skills in low level dungeons because SE can't balance anything.
    (1)

  2. #62
    Player
    Fafiksen's Avatar
    Join Date
    Sep 2019
    Posts
    1
    Character
    Vorador Nosgoth
    World
    Spriggan
    Main Class
    Paladin Lv 70
    When i was low lv i thought thats great ,it helps lower level characters to get into dungeons and shortens queue time. Now that i made progress into the game, hit 50, 60, 70, the higher i was, the more frustrating lower lv dungeons were. I dont mid helping new players, but its at cost of taking away my whole progress, taking away fun and creating a lot of confusion- dungeon lv XX- this button doesnt work, dungeon lv Xx- 3 skills dont work and so on. When i get out of those dungeons and enter my own level one, i end up not using those skills which were previously locked and have to remind myself to use them... Very annoying. I want to keep all skills i learned all the time.
    (0)

  3. #63
    Player
    Hash_Browns's Avatar
    Join Date
    Mar 2019
    Posts
    788
    Character
    Hash Browns
    World
    Siren
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Fafiksen View Post
    When i was low lv i thought thats great ,it helps lower level characters to get into dungeons and shortens queue time. Now that i made progress into the game, hit 50, 60, 70, the higher i was, the more frustrating lower lv dungeons were. I dont mid helping new players, but its at cost of taking away my whole progress, taking away fun and creating a lot of confusion- dungeon lv XX- this button doesnt work, dungeon lv Xx- 3 skills dont work and so on. When i get out of those dungeons and enter my own level one, i end up not using those skills which were previously locked and have to remind myself to use them... Very annoying. I want to keep all skills i learned all the time.
    Probably one of the reasons we need a better system. I'm not saying the one in this thread, but something better for sure.

    Sure - people queue everyday for the reward of roulettes, but that's really it. That's really the only thing driving people into ARR content, maybe even HW content.

    I stopped really helping people in the NN because it wasn't really fun. I enjoy teach new players what to do in specific situations, or the fun of having tank or healer who doesn't know what to really do so the run ends up being a little more chaotic, but it's not really fun for me. I just end up spamming 1 or 2 buttons over, and over, and over.

    I have friends who have even stopped doing roulettes because "I don't do ARR content, that's why I got all my classes to +60, I don't like ARR content."

    I feel like if roulettes didn't exist - It would almost be impossible to queue for ARR dungeons. so I guess they do what they intend to do - but it really says something when people are excited to get a HW dungeon, or SB dungeon because "YES, It's not copperbell mines"

    At the very least they really though should do something about the roulettes. Have the scale tipped at the very least a bit to higher level content.
    (0)

  4. #64
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    Quote Originally Posted by Hash_Browns View Post
    but it really says something when people are excited to get a HW dungeon, or SB dungeon because "YES, It's not copperbell mines"
    It says people like different things, nothing more. And apparently there are enough people who do ARR content, so yes, the roulettes are doing their job and I'm grateful for that. The people who don't want to do them don't have to and they can do what they prefer to do instead.
    (2)

  5. #65
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    I am in the camp that says if you want to use your max level skills, then queue up for max level content.

    I would sooner take one new max level dungeon over reworking all the ARR/HW/SB dungeons combined. They're already trimming the MSQ, aren't they? Sometimes it seems like some will never be happy until Yoshi drops another moon on the game.
    (6)

  6. #66
    Player
    Hash_Browns's Avatar
    Join Date
    Mar 2019
    Posts
    788
    Character
    Hash Browns
    World
    Siren
    Main Class
    Paladin Lv 80
    Quote Originally Posted by linay View Post
    It says people like different things, nothing more. And apparently there are enough people who do ARR content, so yes, the roulettes are doing their job and I'm grateful for that. The people who don't want to do them don't have to and they can do what they prefer to do instead.
    I fail to see how making content more enjoyable is a bad thing though.

    Quote Originally Posted by Gemina View Post
    I am in the camp that says if you want to use your max level skills, then queue up for max level content.

    I would sooner take one new max level dungeon over reworking all the ARR/HW/SB dungeons combined. They're already trimming the MSQ, aren't they? Sometimes it seems like some will never be happy until Yoshi drops another moon on the game.
    Yes. They are trimming the content in the ARR MS because.. guess what.. it's not enjoyable.
    (0)

  7. #67
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,183
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Machinist Lv 100
    Meanwhile, in SE headquarters :

    - Hey guys, do you see how we struggle during whole months for correctly balancing the jobs with their full toolkits at lvl 80 ?
    - Yes.
    - And do you see how the community is never satisfied with it, and make a big fuss of everything being 0.14% lower than the other job on 99 fflogs percentile ?
    - Ah er yes... That too.
    - Now they want to unlock all the high level skills they have in leveling roulettes, and that we balance correctly dozens of dungeons so that for example a low level DRG only having single target skills in Satasha will be exactly the same performance and utility wise as a high level RDM having in it all his rotation toolkit + vercure + verraise.
    - ...
    - What do we do ?
    - Throw this idea into the trash c... I mean, tell them "we are gonna look into it". Hey you other here, why did you start writing a resign letter ? Stop that, we still need you !
    (2)

  8. #68
    Player
    Mavrias's Avatar
    Join Date
    Mar 2017
    Posts
    1,071
    Character
    Jyn Willowsong
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Nora_of_Mira View Post
    I specifically mentioned 60 or 70 because of jump potions.



    that's relearning a job you forgot, not learning a class for the first time.
    You jump potion a job and queue for sastasha to learn the kit you have. Sastasha... Where you wont have access to the full kit? Just hit a striking dummy for a bit. That'll teach you more about the job you boosted than sastasha lmao.
    (0)

  9. #69
    Player
    Mavrias's Avatar
    Join Date
    Mar 2017
    Posts
    1,071
    Character
    Jyn Willowsong
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    1.) Balancing Lv60-80 kits to work in pre-50 content will either result in:
    - same-ish damage for vastly increased effort requirements (bad for the veteran)
    - same-ish damage regardless of effort (effectively just prancing your fancy spell animations while rolling your face on the keyboard)
    - increased damage, trivializing the impact other party members were supposed to have and making it all about levels (bad for new players)

    Pick your poison, because all of them are terrible.

    2.) Oh boy, lore justification.

    Doing old content is not us actually "doing" the content but rather regalling in memories of it, reimagining party members and results. The reason why we dont reimagine high lv abilities is because we didn't have them there to begin with. What you ask for is us going full Wandering Minstrel and pull a Minstrel's Ballad out of our <KUPO>, vastly overexaggerating how impactful our memory is as is wont if done by our favourite Bard.

    Frankly, we are no poetic minstrel, we're adventurers.
    Bro, who said anything about rebalancing? Just keep the potencies the same. They all scale with stat values. Just leave the stat values as the thing that gets synced, and we gucci. Not to mention, no one cares about balance in copperbell.
    (0)

  10. #70
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    734
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Kleeya View Post
    I wonder how many time it would take for people to start silently kicking low level players from the group, to try to get a high level one with more useful aoes, skills and utilities instead. Probably not too long XD And what all the other issues that would be created could be.

    "Lf for a remplacement dps for Aurum Vale ! If you are a level 63- RDM dont bother joining, we are not interested in someone not having Verraise."
    Why aren't people kicking every DPS except SMN in Vale already then? No one would waste their time doing this and if they tried it they reach their kick limit. If I'm remembering correctly, your kicks are limited.

    Quote Originally Posted by SerLuke View Post
    The leaver gets a 30 minute penalty so new players(or anyone else) won’t have to deal with the player with the bad attitude for another 30 minutes.
    The party still has to deal with being down a person, and it's especially bad if the person that left was the healer. The person should not leave and they deserve the penalty, but that doesn't make the situation better for the abandoned party.

    Quote Originally Posted by Reinhardt_Azureheim View Post
    If you are Lv71+ and you want a Lv71+ dungeon, then the solution is to queue for said dungeons, not Roulettes. Old content gets facerolled as is due to gearsync and pre-50 potency changes from SHB release and I believe one can put up with playing with a basic kit when doing a daily roulette dungeon for 15min if they roll a low-end dungeon. If you can't deal with "not having fun" for a while, don't do it.
    Or we can ask SE to change the game. Avoiding roulettes is not the only solution here.

    Quote Originally Posted by MariaArvana View Post
    The exp bonus you get scales based on the dungeon you got in the roulette. At level 79 getting sastasha can just as easily get you just as much exp as a Mt Gulg run. (Both hovering around 10-15mil)

    But on topic, I've said it before in the past, but unlocking all skills at lower levels just unlocks a balancing nightmare for the developers.

    'Potency scaling' would either take way too much effort, time and planning to get right, or it would create a situation where leveling up actually makes you weaker in lower level dungeons, or sheer ridiculously OP (even more so than now).
    If you want to implement potency scaling, then what milestone would you balance it around to give parity to the newbies who only have 2-3 buttons at their actual level?
    Balance around DPS. If a level 20 does 1000 DPS and a level 80 does 10000 DPS, the potency sync for level 80 is damage * 0.1.

    We don't even need to be precise because leveling dungeons already aren't precise. They give lots of leeway for missing skills, variations in job balance (which can be terrible below the level cap), inexperienced players, and more. It's not as complicated as it's being made out to be and SE already knows roughly how to scale for level already because they know how much damage you're supposed to do in each dungeon.


    If you balance the scaled potency at around 90% of your classes's capability to be on parity with newbies, you'd literally make a massive chunk of the player population do even less than if they only had access to 2 buttons, since a good chunk of the population can't execute their rotations properly.
    We can keep level sync as an option for those who want it. Players could choose between potency or level sync.


    Like, compare a level 80 WAR to a level 15 MRD. The WAR would be capable of not only using their entire mitigation kit where the MRD only has rampart. The WAR would be capable of using a full almighty IR Decimate chain paired with Nascent Flash for stupid OP levels of lifesteal where the MRD would have none. Heck, even compare a level 80 WHM to a lvl 15 CNJ. The 80 whm has access to all kinds of OGCD heals, regens, % mitigators and aoe damage spells the CNJ doesn't. Potency and skill scaling when handled improperly would create a system where having newer players would be an active hindrance, and history has shown time and again that such systems can easily be open for abuse.
    At level 15, AST is a broken healer when level synced because of ED. All those extra high level skills are unnecessary and while they might make things easier they won't significantly change much. As for the MRD/WAR example, Rampart, etc, doesn't work on potency, but the numbers could still be adjusted. For example a level 80's Rampart might only be 10%. Again it doesn't really matter because at level 15 you almost don't have to heal as things are currently. What will make the biggest difference is the skill of the player, just as it does now.

    While the level sync isn't the greatest system, it achieves its job on creating parity for the most part, the only outlier being stat syncing. A better solution would be to maintain parity by having jobs learn a lot more of their skills at lower levels; I've always vouched for the idea that a job's core fundamentals should be finished by level 50, with 51+ stuff only being additions/changes/etc to the core rotation. Also every job should have aoe by level 15 tbh.
    A skill redistribution is also good idea, but it feels like if SE were going to do that it would make sense to include it as part of the new expansion. I wouldn't complain at having it done now though.

    Quote Originally Posted by Jojoya View Post
    If you give a job most of its skills at a low level, what are you going to give jobs at higher levels to prevent leveling from feeling pointless?
    Do we need to do anything? When I was leveling I didn't get much from new skills as I leveled because I'd lose them all to level sync. It was even more annoying back when different tiers of spells were separate and completely cluttered your bars.

    I'd much prefer playing a more consistent class as I level and focus on learning the job instead of relearning it for every dungeon I happen to get, or forgetting that new skills exist because they're never available for use.

    Quote Originally Posted by DrWho2010 View Post
    becuase it's random? blame rngesus.
    It doesn't have to be.

    Also I get Mt. gulg sometimes in levelling roulette and the amount of people that bounce immediately from there shows that sometimes people don't want to do high level content either with their whole tool kit. so it's lose lose lol
    If that's the case we could just let people choose how they are synced.

    Quote Originally Posted by Jojoya View Post
    Why would a new player be confused? The new player isn't going to know what's part of the job toolkit.
    Unlocking something only to have it synced out of use regularly is pretty frustrating and it makes learning your job harder.

    Quote Originally Posted by Reinhardt_Azureheim View Post
    1.) Balancing Lv60-80 kits to work in pre-50 content will either result in:
    - same-ish damage for vastly increased effort requirements (bad for the veteran)
    - same-ish damage regardless of effort (effectively just prancing your fancy spell animations while rolling your face on the keyboard)
    Both of these would be improvements over now for me. It's not about effort, but enjoyment. High level rotations are more fun and my skillbars are setup for them, not low level content.

    - increased damage, trivializing the impact other party members were supposed to have and making it all about levels (bad for new players)
    Item sync already makes new players weaker most of the time. Potency sync wouldn't make it any worse.

    Doing old content is not us actually "doing" the content but rather regalling in memories of it, reimagining party members and results. The reason why we dont reimagine high lv abilities is because we didn't have them there to begin with. What you ask for is us going full Wandering Minstrel and pull a Minstrel's Ballad out of our <KUPO>, vastly overexaggerating how impactful our memory is as is wont if done by our favourite Bard.
    Which is perfectly lore friendly. If I'm imagining something I've done in the past I can imagine it in ways that differ from reality easily. I'm not typing this response to you while floating in outer space but nothing is stopping me from imagining that I am (and it's pretty amusing too )
    (0)

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