While kinda a seperate issue, low level skill shortage is a big issue. As our level cap increases but we maintain the same number of skills, low level duties will get increasingly more boring, which we're already feeling.
Retaining all of our kit is a huge no, not only for the insurmountable balance issues this would create, but also because having to focus on your endgame rotation to match the dps output of a sprout spamming their level 1 skill would be a miserable experience for daily roulettes.
It is not an all-or-nothing scenario.
One way of partially mitigating this is having skills that 'level up', like Healers dps spells, and many of our melee combo skills now too.
Having some skills that ignore level sync, especially utility skills that don't drastically effect game balance, is another way of mitigating this to some degree.
So yes, there's certainly merit in having role skills ignore level sync.
As i said, if there were a way of selecting which skills ignore level sync as the class/job system allows, but for all jobs, that would be great, but instead, we have role skills. I think giving all jobs a base class at this late stage is a tad less likely than simply retaining role actions.
"Role Actions ought to be treated the same way as any other action."
Why? This seems like an incredibly arbitrary stance to take, when having role actions be treated differently to other actions can provide a form of depth to the skill system, as they in fact do already, just not in an incredibly noticeable way.
I don't think it is a "wonky oversight" to have skills that ignore level sync, it provides some sense of progression to the levelling experience, learning skills that you retain when synced make it feel like those levels you gained were worth something. When you're perpetually level synced for 90% of your content until you actually make it to endgame, you lose that sense of progression and it all feels completely arbitrary.

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