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  1. #1
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    "Then... why not let players choose to keep their kits?"

    Already been debated to death on these forums so I'm not sure why it needs repeating, but the balancing issues for this would be immense.
    You're balancing level 50 kit at levels 15-50, all of which need different adjustments. (a level 50 kit at level 15 might need a -25% damage modifier, while a level 50 kit at level 30 might need a -10% damage modifier, etc.)
    A level 60 kit at levels 15-60.
    A level 70 kit at levels 15-70.
    A level 80 kit at levels 15-80.
    A level 90 kit at levels 15-80.
    Ensuring that at each level differential, you're outputting the same amount of dps.
    None of that is easy when you have compounding effects of GCD potency increases, additional oGCD's increasing APM, and stacking 5%/10%/15% damage buffs, all at different level ranges for different jobs. So you're doing this on a per-job basis.
    That's the manpower of several stat squishes at once, and they took an entire expansion cycle to pull that off, which cost us an Ultimate.

    Without putting that work in, a level 90 kit would deal nearly 4 times the dps output of a level 18 in sastasha, or nearly 3 times a level 50 player, give or take depending on the job. Ensuring that all newbies are dead weight in any content they play, and ultimately fostering a culture of kicking newbies.
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Seraphor View Post
    Already been debated to death on these forums so I'm not sure why it needs repeating,
    And it has yet to be debated convincingly. We've already seen this work well in other MMOs.

    The "but our devs are especially incompetent" excuse only goes so far in debating the merits of an option (or, in continuing to refuse players that option).

    Typical healer gameplay, for instance, is pretty damn dull. Should we just accept its boredom, too, just because the devs would "take too long" to fix it?

    You're balancing...
    We're balancing relative ppm as constrained in practice across varying fight lengths. That's not terribly difficult to sim to rough parity.
    And it is totally fine for it to end up slightly under (it'd be an option, by which to avoid mind-numbing boredom) or over (it requires far more effort, and the nature of the dungeon selections and first-time completion rewards atop the ease of the content regardless more than offsets any such advantage).

    ultimately fostering a culture of kicking newbies.
    So let's see:

    You can only get the given dungeon because of said newbie who queued it in the first place before you filled out their party via the roulette, you are doing the given roulette over the at least as exp efficient current dungeon largely because of tomes, and the newbie's first time bonus roughly doubles your tome rewards. Yet, people are going to suddenly kick their remove their double-meal tickets, reducing their reward efficiency, just because they had chosen an option by which to go out of their way to put in more effort as to be less bored?
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