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  1. #1
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    910
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Nana_Bear View Post
    If I understand correctly what you're saying, I agree.

    Perspective from someone here who never does roulettes:

    I worked hard to earn my abilities, learn my rotations, etc., and hate walking in to see so many of them greyed out. It's like learning how to do architectural wonders Lego sets, and then being handed toddler red/blue/yellow wooden building blocks to work with.

    If what you're saying is "Let us keep most or all of our actions, but just sync down the *effects* of said actions," YES. I wouldn't mind doing less damage, getting less heal-power, etc. to help balance out the dungeon and put me in range with the *effects* level of some player who's just hit high enough level to do that dungeon. Same for our gear, honestly. And I totally agree that people coming in and clearing it before the story/dialog can even play through, can really suck for a first-timer doing it: they miss a lot of the experience that way.

    My other beef with roulettes: I'd like the ability to be able to block out certain dungeons/trials/raids, so I don't randomly end up in ones I hate doing. And/or maybe a way to "favorite" some, so we get them more often?

    If they'd offer the above, I would start doing roulettes... at least in part because I like helping newer players working their way up.

    Side note: could we get the cap on poetics to *raise* a bit at certain level markers? I get really tired of hitting it fast when doing things that rack them up, then having to run off to find a way to spend them rather than see "earned after the cap" ones vanish. Also, more things to *spend* them on would be nice.
    I don't think a percentage-based "reverse Echo" like he suggested would be exactly right. I rather think that traits that hard cap your potencies depending on job and level cap is the correct way to go about it. Using PLD as an example, you simply can't bring 1000 potency Confiteor moves to lower dungeons. Here's a quick napkin example:


    Lv70 cap
    Atonement combo: capped at 260 potency (rough average of your basic 1-2-3 combo)
    Confiteor combo: capped at 600 potency (to match the potency Holy Spirit would be at that level)

    Lv60 cap
    Atonement & Confiteor combo: both capped ~260 potency for the same reasons

    With this, defensives would remain unchanged and it would not really factor in extra oGCDs you'd bring. That's why I'm a strong proponent of lowering item level caps in duties to restore some measure of difficulty.
    (0)
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  2. #2
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    749
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Atreus View Post
    I don't think a percentage-based "reverse Echo" like he suggested would be exactly right. I rather think that traits that hard cap your potencies depending on job and level cap is the correct way to go about it. Using PLD as an example, you simply can't bring 1000 potency Confiteor moves to lower dungeons.
    Why not? With the correct multiplier it wouldn't matter what potency is at all. You can make the final damage number anything you want it to be.
    (0)

  3. #3
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    910
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by PyurBlue View Post
    Why not? With the correct multiplier it wouldn't matter what potency is at all. You can make the final damage number anything you want it to be.
    Because if you use a flat percentage that applies to everything and is designed to dampen your 60 or 120 second bursts, then your basic combo is going to end up being trash compared to anyone who isn't synced. It also may inadvertently target people who are just barely over level and don't have the abilities to make up for it. I just think traits for every 10 levels will also be better for future-proofing further expansion drops.
    (0)
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  4. #4
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    749
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Atreus View Post
    Because if you use a flat percentage that applies to everything and is designed to dampen your 60 or 120 second bursts, then your basic combo is going to end up being trash compared to anyone who isn't synced. It also may inadvertently target people who are just barely over level and don't have the abilities to make up for it. I just think traits for every 10 levels will also be better for future-proofing further expansion drops.
    If the aim is to bring down the average DPS to what's appropriate rather than cap maximum DPS I'd think this would be OK. Normal combo would be a little low on damage while bursts would be a little high. The percentage would also have to adjust for how large of a level gap exists, so anyone just over the sync point won't have a large changed applied.

    If DPS curves must be flattened out, then potency adjustments make sense, though I feel like it would be more work to add and upkeep. Then again it's only going to be a major problem at really low levels anyway.
    (0)

  5. #5
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,167
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Atreus View Post
    I don't think a percentage-based "reverse Echo" like he suggested would be exactly right. I rather think that traits that hard cap your potencies depending on job and level cap is the correct way to go about it. Using PLD as an example, you simply can't bring 1000 potency Confiteor moves to lower dungeons. Here's a quick napkin example:


    Lv70 cap
    Atonement combo: capped at 260 potency (rough average of your basic 1-2-3 combo)
    Confiteor combo: capped at 600 potency (to match the potency Holy Spirit would be at that level)

    Lv60 cap
    Atonement & Confiteor combo: both capped ~260 potency for the same reasons

    With this, defensives would remain unchanged and it would not really factor in extra oGCDs you'd bring. That's why I'm a strong proponent of lowering item level caps in duties to restore some measure of difficulty.
    With how stupid defensives start getting at 82, they should also receive some kind of adjustment when synced. Healing potency at the very least should go down.
    (2)

  6. #6
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    910
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Daralii View Post
    With how stupid defensives start getting at 82, they should also receive some kind of adjustment when synced. Healing potency at the very least should go down.
    That's fine, I'm just less concerned about it because the content as it stands isn't dangerous. I'd like it to be, but it isn't.
    (0)
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