Because a good portion of this community is evidently allergic to change.Are you assuming it would be done exactly like how other mmos do it? The example i gave was how WoW handled it. Someone else mentioned how GW2 handled it. Why would we assume FF wouldn't have it's own way of doing it with a way that works better for the game itself. At this point getting anything below like 70 sucks. SE back loaded all the good stuff. Hell, they could just revamp the levels you get things and that alone would help the issue.
GW2 wasn't explained at all, all that was said was 'GW2 has a great scaling system from day 1'. Great, that tells me nothing.Are you assuming it would be done exactly like how other mmos do it? The example i gave was how WoW handled it. Someone else mentioned how GW2 handled it. Why would we assume FF wouldn't have it's own way of doing it with a way that works better for the game itself. At this point getting anything below like 70 sucks. SE back loaded all the good stuff. Hell, they could just revamp the levels you get things and that alone would help the issue.
I have never said other MMOs have not done it, I have never said that how other MMOs handle it is how FFXIV should handle it. I am just trying to get some data points to see how others handle it, which includes how they do skills, and see if that makes it easier to balance.
Again, if you get most of your kit at low levels, it is going to be easy to balance. FFXIV however does not do this. If your combat system is mostly based around GCDs and having the vast majority of the combat revolve around that, it is going to be easier to balance than a game with a plethora of oGCDs. If you have a game where, throughout the levels, your burst phases get stronger and stronger, it is going to be harder to balance than one that stays consistent and this is just on the DPS side of things. Getting into healing and tanking roles opens up even more issues. It has been said a few times in this topic how unbalanced it would be to allow a full kit and how it would be detrimental to the new players, not only because things would die so quickly but new healers and tanks wouldn't get a proper environment to learn in and that is the biggest issue. The low level stuff is supposed to ease you into the roles, that is why healing/tanking is easy, then they ramp up the difficulty. If you can go in and faceroll everything as a tank, youe new healer expects that, when it might not be the case for the next tank they have, the new tank might be forced to pull everything and the healer keeps them alive, but when they go into the next dungeon with a new healer, pull everything and they die, they are going to be confused.
Also, to go back to other MMOs, I suspect most of them had the plans for skill scaling from day 1. FFXIV done it differently by not bothering to add extra formulas and just stick to the things you have at that level. This way, you don't need to bother working out new correction factors for every other level just so that someone can use the whole kit for the 15-20 mins they are in the dungeon. The work involved would be very high and very not worth the dev time to do.
Are you assuming it would be done exactly like how other mmos do it? The example i gave was how WoW handled it. Someone else mentioned how GW2 handled it. Why would we assume FF wouldn't have it's own way of doing it with a way that works better for the game itself. At this point getting anything below like 70 sucks. SE back loaded all the good stuff. Hell, they could just revamp the levels you get things and that alone would help the issue.
I just dont see how it would work. How would a warrior with bloodwhetting that allows them to solo dungeons, be comparable to a warrior without it?
Dps with aoes, vs dpses without them? Tanks with invul buttons vs tanks without them? Astros with cards vs astros without them? Either you nerf them to be useless, or it will always be a massive advantage.
I think they should just give out skills quicker at lower levels, but that is another issue entierly.
Someone bring this topic up every few months and I'll always say the same thing 'yeah, no thanks'.
Don't need to do a heavy rotation in a level 15 dungeon just for the same DPS as someone who just started the game
Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots
Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV
Some of us don't like to fall asleep when we play. Some of us actually enjoy our full kit available.
I just gonna say it. This is a dumb idea. and just because Warcraft did it, doesn’t mean anyone else should.Let us use our full skill rotation in lower level content. Scale us down. Other MMOs do this just fine by allowing max players their full kit in lower level content and this does not cause any issues. This game's combat is BORING AS HELL without the full kit. Just scale us down.
That has more to do with FF than anything else. Dps that get aoes early already have an advantage in the first place. Astro starts at 30 and gets cards at 30. Yeah being a higher level gives you cool stuff, that is one of the reasons leveling is still around yes?I just dont see how it would work. How would a warrior with bloodwhetting that allows them to solo dungeons, be comparable to a warrior without it?
Dps with aoes, vs dpses without them? Tanks with invul buttons vs tanks without them? Astros with cards vs astros without them? Either you nerf them to be useless, or it will always be a massive advantage.
I think they should just give out skills quicker at lower levels, but that is another issue entierly.
even if the skills scaled down they would still give you an unfair advantage over newer players who haven't gotten those skills yet.
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