Why do they insist on giving things like movement tools (hells ingress) and self/party heals (arcane crest) at low levels instead of abilities used in the rotation?





Why do they insist on giving things like movement tools (hells ingress) and self/party heals (arcane crest) at low levels instead of abilities used in the rotation?
Because they would end up having to rebalance all of lower level content to contend with power creep. easier to make the leveling process faster to get people through the lower stuff than it would be to re do everything....again.


The dungeons were originally designed for far more abilties at their level than available now. And that happened without rebalancing all dungeons. Lower level balance is terrible, max level balance is far far better. On the other hand it's pretty trivial to scale down numbers from level 90 to anything intended for the level of the dungeon.
Let everyone know you didn't play back in 2.0 without telling everyone you didn't play in 2.0.The dungeons were originally designed for far more abilties at their level than available now. And that happened without rebalancing all dungeons. Lower level balance is terrible, max level balance is far far better. On the other hand it's pretty trivial to scale down numbers from level 90 to anything intended for the level of the dungeon.
15-40 dungeons were always bad because you always got most of your kit and passives at the end of the 1-50 grind. Some classes were worse than others like og black mages being at like ...45? or 48 before they got their passive that allowed them to be black mages.


They could just frontload the jobs more. Have something that feels complete at 50 and then slowly upgrade and adjust the rotation at higher levels.
Like, black mage should have fire iv by 50 even if it's scaled down. Bard should have all 3 songs, sam should have their 2nd gague.
Everyone at lower levels should have aoe including the healers and melees.
Such a large percentage of content takes place at lower levels, and it's not like they're preserving the original way it was played or keeping the difficulty even. Some people mentioned the slog of the story, but dungeons and trials are part of that slog.


Sure the <50 level dungeons never had a full kit. But since you insist to be pendantic about it, that has nothing to do with with ARR. Only level max level, so 50, 60, 70, 80, 90, etc, content was designed for a full kit. And you're intentionally searching for the parts where a small part of my post doesn't apply, and ignoring where it does. It applies for all raids, most trials and most dungeons. How to handle content where a full kit really causes issues is open for discussion.Let everyone know you didn't play back in 2.0 without telling everyone you didn't play in 2.0.
15-40 dungeons were always bad because you always got most of your kit and passives at the end of the 1-50 grind. Some classes were worse than others like og black mages being at like ...45? or 48 before they got their passive that allowed them to be black mages.
I'm saying as long as the 50+ stuff feels good to play it doesn't need the full kit because FFXIV has never had lower levels have the full kit. Like all you are arguing for is changing the game for the worse with the excuse of "I wanna hit more buttons!".Sure the <50 level dungeons never had a full kit. But since you insist to be pendantic about it, that has nothing to do with with ARR. Only level max level, so 50, 60, 70, 80, 90, etc, content was designed for a full kit. And you're intentionally searching for the parts where a small part of my post doesn't apply, and ignoring where it does. It applies for all raids, most trials and most dungeons. How to handle content where a full kit really causes issues is open for discussion.
Does it make running min ilv stuff kinda funny/dumb, sure. That is a small price to pay for the way the classes grow as you level through every expansion though..... unless you take the level 50 min ilv super seriously. If you do then I suggest you go get help.

Heavensward very CLEARLY created a theme, and type of rotation that had fun in mind. ARR absolutely did not. I've thought SO MANY classes were absolute garbage until I hit 55-60 area, where a single change actually makes the class fun, and gives it a cool theme to work with.I'm saying as long as the 50+ stuff feels good to play it doesn't need the full kit because FFXIV has never had lower levels have the full kit. Like all you are arguing for is changing the game for the worse with the excuse of "I wanna hit more buttons!".
Does it make running min ilv stuff kinda funny/dumb, sure. That is a small price to pay for the way the classes grow as you level through every expansion though..... unless you take the level 50 min ilv super seriously. If you do then I suggest you go get help.
As far as I'm concerned, the low level dungeons/trails/what not is one of the worst aspects of FF14. I spent all this time leveling and, and hitting cap, just to find out that I spend most my time not actually using my new abilities.
Imo, scale it as best you can. And just hide the abilities from players who haven't reached high enough to see it.


Which of course is the exact problem that this whole thread is about. Classes only really come into their own at max level, and do not feel good to play at lower levels. Even level 80 gameplay isn't nearly as much fun as 90, and that quickly ramps down at lower levels.
The idea I was replying to would make the game better.
That has nothing to do with anything I've said. I get the feeling your mixing up comments and opinions from other people, and project them on me.
Rude.
The worst I've played is PLD:
1. Your gauge until level 64 is for an extra mitigation button that isn't needed for roulette content.
2. Until 64 your attacks are 1-2-3, two 30s oGCDs, and one 60s oGCD. With a 60s generic damage increase cooldown. So painful. Single-target damage spender at 64 and AoE spender at 72.
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