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  1. #1
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Chyro View Post
    snip.
    I agree with what you're saying, but it's not enough.
    I've done min ilv old duties, and your low level rotations are just broken- you're missing so many actions it's really frustrating to play as most jobs. Potency creep is also not solved simply with tighter ilv sync.
    XIV needs some sort of sweeping rebalancing of its lower levels (and maybe with a level squish).
    But I doubt SE will fix this chronic issue that becomes worse with each expansion...
    (12)
    Last edited by Galvuu; 07-22-2024 at 12:16 PM.

  2. #2
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Galvuu View Post
    I agree with what you're saying, but it's not enough.
    I've done min ilv old duties, and your low level rotations are just broken- you're missing so many actions it's really frustrating to play as most jobs. Potency creep is also not solved simply with tighter ilv sync.
    XIV needs some sort of sweeping rebalancing of its lower levels (and maybe with a level squish).
    Following this train of thought, I want to toss in some ideas. I try to mention them in every one of these threads that pops up, all suggestions being easy to implement and broad reaching from the perspective of consuming development time, as their whole stated purpose for "Unreal Trials" was to cycle them every major patch because it's "too much work" to balance old fights for every new patch. These adjustments also heavily affect players doing old content sync'd or Minimum Item-Level, No Echo (MINE) for fun, as bosses in that 'near developer intended difficulty' environment are often pushovers from a dps requirement perspective.

    #1) Tighter ilvl sync range, sure. They started doing this themselves for the exact reason of giving a duty being rolled over too easily more gravitas back in HW Aetherochemical Research Facility (level 60 final MSQ dungeon of 3.0), and have continued doing it within a ~30ilvl differential for patch.x dungeons since. They did it again after heavy player feedback for 6.0 final MSQ trial.

    #2) More of the potency increasing traits you see at level 84 and 94 for most jobs, at every expansion level range. I am glad these traits exist for EW and DT, and I hope they continue this trend and do not remove such traits in any future reworks. I'm not sure the intention of them extended to preserving older content, but they certainly have the added benefit of not destroying expected potency output of jobs below those level ranges. ShB was the worst offender of all the expansions for this; jobs such as level 50 PLD went from dealing 150->200->260 with its 1-2-3 to 200->300->350. When every player in a 24 man raid is doing 25% more damage with their filler combo, it adds up, FAST. Even erring on the side of doing a bit less than what that job could have output in the content's actual time of relevancy might be better, especially when you add in that people sync'd down already have bonus secondary stats, extra HP from accessories, more powerful consumables, and a much easier rotation that doesn't ramp up in damage like so many slashing debuffs and DoTs used to. Certain jobs below certain level would need examining, usually the new ones because they're not designed with balance in mind other than the cap of expansion they were introduced and beyond, but if we simply take an average of whatever its role's expected potency per minute was using the actions of those jobs when that level range was relevant, they could simply make its actions more or less have potencies that add up to that in that level range. But even if they weren't able to do that small amount of work, introducing these traits for lower level ranges and keeping them for future ranges would allow for the old fights to have more of a fighting chance.

    #3) Remove direct hit from any content where you are sync'd below 61. It was not a stat before StB and as such, none of that content has HP pools balanced around it except for the occasional 'redesigned' boss like Porta Decumana (Ultima Weapon), which don't matter because these aren't fights where things won't work if players can't deal enough damage. If it's a concern that players with direct hit on their gear get sync'd down and have nothing, throw them some determination instead.
    (1)
    Last edited by Post; 07-24-2024 at 04:09 AM.

  3. #3
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,335
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    I'd also like to request (if they can?) to make all endwalker normal content cast bars 30% faster minimum
    (0)