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  1. #1
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    Additional point, I made my first post with a very DPS-oriented mindset. But previous post raises probably the winning point. There is genuinely no way to scale down a full-kit WHM to a at-level WHM with nothing but Cure and Medica. Tanks and healers especially all have (mostly) a wealth of oGCD skills for utility/weaving. It may very well be nearly impossible to truly balance most of those to be roughly equal to a synced/at-level player. Back to the WHM example, literally the entirety of the level 80 WHM kit would have to be scaled to equal a level 15-18 WHM in Sastasha, with nothing but Cure/Medica for heals, and Stone(II) and Aero for damage. How do you scale Benediction? How do you scale things like PLD Cover, Clemency, Hallowed Ground?
    (3)

  2. #2
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Yuletide View Post
    There are certain abilities we don't have access to at lower levels that would break dungeons or make them too easy. In particular any mitigation, stuns, CC, DoTs, etc. Having a full level 80 rotation available to you in a level 30 instance, no matter the downscaling, still means more dps.
    Oh my god... unless it means LESS DPS.
    Like... if all of your moves are scaled down that DoT probably isn't even worth hitting. Players will find their rotation isn't the same at 80, because even though they have the same moves they're gonna be prioritizing different parts of their rotation.
    If all your moves scaled down so you aren't so out DPSing someone not levelsynched your rotation might change in really unexpected and ugly ways.

    If your potencies are lowered how does that effect your AoE rotation? DRK doesn't get the second hit in their AoE combo until they're in the 70's. Would you not lower the potency on their first hit unless the player has the second attack? Or would their AoE attack be doing basically nothing until mid 70's.
    Like... how does this affect your moves as you progress before you hit cap.
    If you only have 2 strikes in your 3 hit combo, or you have your combo and it's building meter but you don't have your meter spenders yet... you can't just lower the moves to similar values as a non-synched player puts out, you'd have to have your potencies synch down in stages as each job crosses certain thresholds. And boy is that gonna make people happy getting the next hit to their combo and suddenly getting nerfed for it.



    Quote Originally Posted by Hasrat View Post
    Additional point, I made my first post with a very DPS-oriented mindset. But previous post raises probably the winning point. There is genuinely no way to scale down a full-kit WHM to a at-level WHM with nothing but Cure and Medica. Tanks and healers especially all have (mostly) a wealth of oGCD skills for utility/weaving. It may very well be nearly impossible to truly balance most of those to be roughly equal to a synced/at-level player. Back to the WHM example, literally the entirety of the level 80 WHM kit would have to be scaled to equal a level 15-18 WHM in Sastasha, with nothing but Cure/Medica for heals, and Stone(II) and Aero for damage. How do you scale Benediction? How do you scale things like PLD Cover, Clemency, Hallowed Ground?
    Oh shit healer kits.
    I was thinking about people's reaction to their party members, but I hadn't fully considered what using them would be like.
    They'd have to nerf your heals. They can't let you into level 60 content with a level 80 kit. Your team would be untouchable.
    But you can't simply reduced the potency of heals. You'd need to burn too many resources on things you should be able to just drop a Benefic on. You'd have to go through more than your whole kit just to keep up with what previously needed only a few moves, and then you'd still need all your cooldowns ready for the next pull.

    Oh my god if not just the healing but also tank mitigation is reduced you'd run into so many ugly problems.
    But if you didn't reduce it I'd sprint through duties never having TNB even break.

    You can't just reduce the numbers attached to the moves to make them equivalent to the numbers being thrown around at the duty's level, and trying to find a good balance looks to be an impossible nightmare, a monumental task. And if the devs are gonna embark on a monumental task there are many more meaningful than this.
    (1)
    Last edited by ItMe; 03-11-2021 at 12:06 AM.