



Some groups were skipping the scales on Nald'Thal by the next raid. That raid's just undertuned in general.Oh for sure, 100%. We need a stricter ilevel sync or a different rebasing of enemy health values at this point. Hells, even more recent fights are affected, we don't get to see the scales on Nald'Thal anymore, and that is level 90 content. Earlier game fights are an absolute joke for a long time now.
It feels like this is coming from a place of bitterness and I'm sorry if that's where you're at with it.
It'd be one thing if it were a pocket piece of content like Island Sanctuary or Ultimates, but almost every bit of content is synced and I'm going to continue to advocate for change.
Team Hello First Time - Fan Fest 2016 Feast Exhibition
Team Stoodges - Crystalline Conflict Community Cup 2025

Surely from that statement you're basically dooming FFXIV to failure? The entire ethos of the game is to do broad appeal and make things are low barrier/milquetoast in implementation as possible to please everyone.
I mean, I would agree with your general statement in a vacuum - trying to please everyone will result in a worse product - I don't think it is particularly applicable to the discussion. It's like suggesting that quality-of-life changes are 'pleasing everyone' so therefore must be bad. Just a weak argument.

I don't leave, but it feels so miserable. All this gear I've been working hard for in Savage, I get in there and "wow, this is worthless". They should really just include materia in the sync, at the level of the expansion your duty is. That would at least make it feel less terrible.


I tend to not play content I don't like, unless driven with a need for some other reason.
Personally, as a level 100 player, I'd like to think that I would be a bit OP in level 50 content since I'm so "wise and experienced" and whatnot.

As a newer player who just finished ARR, yeah it's poorly done level sync. Rather than lower levels and locking players out of nearly all their skills. It would be better to lower all character's strength or int (whatever their main action's stats are tied to) so they're limited and at the same level. Locking out actions isn't fun.
I really hope addressing the leveling, and low level experience is part of the 'jobs' focus of 8.0.
All stats are already scaled down to the content. To go into more detail, levels have a set stat growth, so it just puts your stats where it should be. For gear, it just sets the ilevel to the max for the content, which then sets the stats to what they will be for that ilevel.As a newer player who just finished ARR, yeah it's poorly done level sync. Rather than lower levels and locking players out of nearly all their skills. It would be better to lower all character's strength or int (whatever their main action's stats are tied to) so they're limited and at the same level. Locking out actions isn't fun.
The issue comes down to potency and that isn't an easy one to get around (this is before looking at healing and defensives).
Some combination of recalibrating the item level gap and the reverse Echo status suggested by many could be a good start.I have seen this alternative being proposed a couple of times and while I don't think it's bad at all, it still would require addressing the fundamental problems of earlier dungeons (especially anything before ShB due to the old battle system and powercreep), where stuff just melts in 5 sec. If you run sastasha in its current state, mobs legit die under 5s. Maybe you will not do higher damage than greensprout with your system, but you'll just leave the dungeon frustrated as heck because what does it serve you to have access to your fancy bursts and rotational tools when the whole mob pack will be dead after you pressed the first 2 buttons?
Still, I'm all for it, but lower level duties still need a full recalibration before any fix or improvement could even make sense. When I started playing in HW, sastasha took the normal length of a dungeon to complete. Mob packs took over 20-30s to die, not 10. To top it all, I started as a healer back then, and how many buttons did I have in that dungeons? Probably more than 10 since SE hadn't yet pruned again and again older skills to make room for new expansions, and the crossclass system also gave me more beyond utility buttons (not saying cross class was good, it was bad), and that's probably as many attack buttons than a current lvl100 healer has access to...
Ah, and yes, we also had to watch our MP, and sometimes slow down because it was possible to run out of it, especially for gladiators (which was required for them to aggro).
I've thought about how FATEs work and how they scale up and I can't help but wonder if that scaling can be applied to other content when higher-level players are present. I also wonder how much of the tuning for Unreal fights is manual and meticulous versus a few number adjustments.
Team Hello First Time - Fan Fest 2016 Feast Exhibition
Team Stoodges - Crystalline Conflict Community Cup 2025




FATE synching is no different from any sync in duties. It will remove all the skills that are above level and sync level and stats the same way.
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