Not really seeing how these are issues. Every 3-4 levels in ARR you get a new dungeon. After the squish, you'd have one every 1-2 levels, depending on the rounding.
Sastasha: 7 (or even 6 if they wanted)
Tamtara: 7
Copperbell Mines: 8
Halatali: 10
Thousand Maws: 12
Haukke Manor: 14
Brayflox: 16
Sunken Temple: 17
Cutter's Cry: 19
Stone Vigil: 20
Dzemael Darkhold: 22
Aurum Vale: 23
Castrum/Praetorium: 25
The 'XP so easy to earn that you can get to level 10 by just killing random stuff' would still exist, it'd just be displayed as level 5 instead of 10, but it's still the same proportion of your adventure relative to the total of ARR's story
Jobs would get unlocked at level 15, and HW Jobs would start at 15. SB Jobs would start at 25, SHB at 30, EW at 35, and DT at 40. You would unlock PVP at 15. Saying that HW Jobs start at 30, so it'd make sense for ARR to end at 30, is like saying that in the current game, ARR ends at 50, so HW jobs should start at 50. Okay, then the levelling and questlines for those jobs are completely screwed up, as you'd start, not end, with the DRK 50 quest, for example. You'd have no time to marinate on the implications the quest reveals, because you would blitz all of the 30-50 quests back to back in your excitement (as a new player) to get to playing the new Job. Additionally, the same logic would have to be applied to all previous Jobs, making SB's Jobs start at, under your proposed levels, 40, so they can go straight into SB levelling, and that could cause issues with NEW Jobs being added and able to instantly jump into the new expansion content, mainly the amount of congestion it'd cause (eg, 8.0 Jobs starting at the post-squish equivalent of 100, means they can go straight into 8.0 zones and contribute to congestion alongside 'old Jobs')
Also, having 'ARR and HW Jobs are unlocked at 30 so ARR should end at 30' means... not unlocking a Job until you finish ARR? You are effectively suggesting that we should be running something like Stone Vigil, or Aurum Vale, as a Gladiator, Conjurer, etc? Have you considered that you also wouldn't be able to play a SCH at all for the entirety of ARR, locking a Healer player into being able to use only one HealerJobClass (CNJ), for the entire ARR main story? And upon reaching level 30 (presumably happening right around the time they're going to do Castrum/Prae) they get SCH, and then after the patch quests they suddenly get access to another Healer (AST)? Surely it'd make more sense to give them some variety/choice, earlier, as is the case with the level 30/50 requirements for SCH and AST currently (which would become 15/25 with the previous suggested 'halve everything')
Having ARR be 1-30, then expansions be 5 levels, also would change the ratio of how much ARR is in the levelling process, compared to expansions. Having it cap at 25 means ARR takes up the same amount of our levelling journey as currently, having it at 30 would mean we're spending more time in ARR stuff (arguably the worst part of the game)
Anything they do that isn't 'just do another 10 levels and have the new level cap be 110' is going to have some degree of mess to it
ILVL wouldn't need to be touched though, only 'level required to equip'. There'd be no functional difference between 'you can go into TEA at level 80, and it syncs to i475 (gear that is equipped at level 80)' and 'you can go into TEA (post-squish) at level 40, and it syncs to i475 (gear that is equipped at level 40)'.
If anything, halving all level requirements would be less likely to cause issues than the HP/Damage squish we had in SHB



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