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  1. #71
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    910
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hasrat View Post
    Sure. And what about the players that don't try a little harder? Just for the sake of having your whole rotation, everyone's potency has been nerfed to the ground. And now you get grouped with someone that doesn't want to try any harder, they're just here to half-ass it, as the dungeon is designed to allow for, and now it's going to take you twice as long to get through. All because you had to have all your skills.
    I completely get where you're coming from, but I can't get behind it. People opting to "not try" is already felt pretty hard now in all level ranges. That behavior already adds time to dungeon and trial completions and it's not going to change no matter what system you implement. The key is that the content is still as completable.
    (1)
    Team Hello First Time - Fan Fest 2016 Feast Exhibition
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  2. #72
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    574
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    There may be room to move some abilities around but the main problem with level sync is that the ilvl sync often isn't low enough to present a challenge. There's no way we're going to get level 15 content with level 100 abilities unless they decide to make a level 100 version of it and that I highly doubt they'll do, that'd be a huge amount of work for very little benefit, especially since every duty in the game is in some way or another connected to the story.

    Others have pointed out - rightly - that it's not just damage potencies that would need to be adjusted, you'd have to handle mitigations, heals, damage buffs, oGCDs, the works. Besides, how would people's level 100 party buffs interact with level 15 abilites and power levels? Say we instead sync level 15 players to level 100 for their duties instead, have you tried picking up a level 70 job? Remember how long it takes to read your tooltips and place abilities? Imagine you're level 15 and getting your entire level 100 kit, would you really want that? Especially if you're going to be reduced to your level 15 kit immediately after finishing the duty, how is that fun?
    (0)

  3. #73
    Player
    Gullis's Avatar
    Join Date
    Nov 2021
    Posts
    529
    Character
    Gullis Hil
    World
    Twintania
    Main Class
    White Mage Lv 100
    tell me how you would make a warrior with bloodwhetting scale down to be equal to a warrior without it.
    (3)

  4. 09-14-2024 02:32 AM

  5. #74
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    757
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Gullis View Post
    tell me how you would make a warrior with bloodwhetting scale down to be equal to a warrior without it.
    that is actually a really good point - some utility gained in later levels could be a challenge not just to design around, but also for player expectations. After all, Blue Mage is not allowed in dungeons for fear of excluding players not having specific, expected skills.

    Though, for that, it would be good for classes to have their base kit much earlier in the game, with traits upgrading those to the full version later on. Warrior also has Raw Intuition, for example. Could also get an earlier version of that. :think:
    (0)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  6. #75
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Going back on level sync is an absolute chore as a DPSer and completely counter-intuitive to how XIV's encounters are structured.

    You are supposed to build muscle memory on your kit, and that's acquired by repetition. Then you're suddenly shaken up by missing essential parts of your kit at level cap - that's really unfun and the reason why I rarely go sync on DPSers.

    Ironically, due to their barebones dps kit, healers are the least affected by this, and sometimes turns out to be actually fun to play because you need to strategize a bit as you have way less healing ogcds.
    (2)

  7. #76
    Player
    Sensui's Avatar
    Join Date
    Oct 2013
    Posts
    230
    Character
    Angra Mainyu
    World
    Midgardsormr
    Main Class
    Gladiator Lv 100
    The worst jobs to go back on are the ones that start at 50+

    Doing <lvl50 content is always terrible
    (0)

  8. #77
    Player
    CuteBucket's Avatar
    Join Date
    Apr 2024
    Location
    Amaurot
    Posts
    448
    Character
    F'helix Fraldarius
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Mikey_R View Post
    There are way too many hurdles to get through to make it worth investing in. They would be better off making the low level kits more engaging and making more traits like 'melee mastery' to just increase the potencies of a large number of actions at the same time. The new player experience matters and this is a better way to do it than allowing high level players to just curb stomp everything in one hit.
    Everything mentioned in this post is why I advocate for reworking what skills we have at level 50 and making sure each job has a fully functional kit and rotation (assuming it has a rotation) at that level. It sounds like more work than "just let us have all of our level 100 skills and sync down the damage" but it really is more complicated than that. Reworking jobs to just suck less at each previous level cap takes a lot less math finagling and is much more fair on sprouts too.

    I bet we can all think of jobs that feel better or worse than others to get stuck in another round of Labyrinth of the Ancients on.
    (1)

  9. #78
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    910
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    As I continue to play and think of solutions, I still advocate for solution #2 in the OP. I think level capping feels awful to varying degrees and at a certain point "just don't do it" isn't an acceptable answer when 95% of the game's content at this point is synced.

    At a certain point we need to look at the oGCD's and defensives and say "fuck it". Older content is still faceroll and if you really want to address that, lowering the item level cap for duties is probably one of the best things to do right now.

    I just can't see yet another expansion come out where we just add more things that we can't use in older content.
    (1)
    Team Hello First Time - Fan Fest 2016 Feast Exhibition
    Team Stoodges - Crystalline Conflict Community Cup 2025

  10. #79
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,318
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Would not be surprised if the level cap did not increase in 8.0. That way, job leveling experience, and gameplay can be tailored to fit within a level 1 to 100 range. 8.0's MSQ could still reward EXP for level 90 to 100.
    (0)

  11. #80
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    749
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Gullis View Post
    tell me how you would make a warrior with bloodwhetting scale down to be equal to a warrior without it.
    You can work out an effective HPS/DPS for any given level and then take the ratio of that value against the level cap value. Using that you'll instantly equalize long term sustained healing/damage between any two levels. What is left unmatched is burst, but leveling was never tightly tuned in the first place. You will encounter players with outdated gear, players lacking skills because of level or not doing job quests, and players with different amounts of experience. In the end it doesn't matter very much that we'll have a wide range of ability between different levels of the same class, because that's already the case.
    (0)

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