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  1. #11
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,827
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Pictomancer Lv 100
    All they need to do is add level system like GW2 once reach max level. There is no reason a level cap can't go past 100. I played a game once where the level cap was 300.
    (1)
    Last edited by hynaku; 02-17-2026 at 09:37 AM.

  2. #12
    Player
    Veritas-Ancora's Avatar
    Join Date
    Oct 2013
    Location
    Shirogane
    Posts
    1,323
    Character
    Mother Vain
    World
    Gilgamesh
    Main Class
    Reaper Lv 100
    Quote Originally Posted by hynaku View Post
    All they need to do is add level system like GW2 once reach max level. There is no reason a level cap can't go past 100. I played a game once where the level cap was 300.
    Yes but when is too far?

    Starting this game at L1 and hearing you have to go to L110 sounds painful as sin. It doesn't attract new players if the mountain is too big to see over.

    What we need is fresh blood. That's the only way this game stays alive.
    (1)

  3. #13
    Player
    GomJabbar's Avatar
    Join Date
    Sep 2015
    Posts
    115
    Character
    Anomander Rake
    World
    Halicarnassus
    Main Class
    Rogue Lv 55
    Quote Originally Posted by Veritas-Ancora View Post
    Yes but when is too far?

    Starting this game at L1 and hearing you have to go to L110 sounds painful as sin. It doesn't attract new players if the mountain is too big to see over.

    What we need is fresh blood. That's the only way this game stays alive.
    Maybe some players, but probably not the type to stick with an MMO long-term anyway. I for one would see it as something to look forward to, and something which is guaranteed to occupy my off time for a good long while. Daunting, perhaps, from some perspectives, but certainly not painful.
    (6)

  4. #14
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,485
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Monk Lv 100
    whats the point in doing this?

    if the max lvl changes to 50 every quest and dungeon lvl would be halfed as well. the lvl we learn skills too. it would change nothing except the number we see. sure dragoon will get their aoe at 20 and not 40 anymore... but thats still gonna be after the 10th jobquest, right before you get access to stone vigil. and you would still get your jobstone at the same time you do that annoying food / titan quest.

    well, we would need twice as long for one lvl. but the time to reach max lvl would be the same as now
    (8)
    Last edited by Asari5; 02-17-2026 at 01:19 PM.

  5. #15
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,202
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Red Mage Lv 100
    Level squish is unnecessary and would mess up so much existing information about the game. The same effect can be gained by adjusting how much EXP we earn per activity relative to how much we need to level up.

    A stat squish would be more beneficial and less noticable, and possibly reducing the ilevel of gear - still a bit messy, but less conspicuous than level.
    (4)

  6. #16
    Player
    Deejudanne's Avatar
    Join Date
    Aug 2021
    Posts
    113
    Character
    Maple Rue
    World
    Twintania
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Veritas-Ancora View Post
    Yes but when is too far?

    Starting this game at L1 and hearing you have to go to L110 sounds painful as sin. It doesn't attract new players if the mountain is too big to see over.

    What we need is fresh blood. That's the only way this game stays alive.
    I enjoyed WoWs 1-120 in bfa like damn i even had 11 alts in that expansion
    (0)

  7. #17
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,496
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    It would make sense to cut down ARR levels... Since there's enough levels where you don't get any new skills, traits or unlock new duties or anything. Taking ARR down to like 30 and rebalancing it would allow for some more max level growth giving them a few extra years to figure out where they want to go aside from just an ever increasing level cap.

    The expansions should stay at 10 levels each though.
    (0)

  8. #18
    Player
    AlliciaCapulet's Avatar
    Join Date
    Apr 2015
    Location
    Limsa Lominsa
    Posts
    253
    Character
    Allicia Capulet
    World
    Jenova
    Main Class
    Scholar Lv 100
    I don’t mind a level squish in principle. Numbers are just numbers.

    Right now, I do have concerns about the current leveling experience. I know several people who started the game and were facing the issue of being around level 30 in the ARR MSQ and with plenty of yellow and blue quests left to do, but their character level was already above 50. Leveling before Dawntrail is simply too fast. In my opinion, players who haven’t unlocked the next expansion yet shouldn’t be able to outlevel the expansion they are currently playing. If someone is still in ARR, their level progression should stay within ARR’s intended range.

    Another issue with the current leveling is related to job design and skill progression. We’ve always had roughly 20–25 core active skills at endgame, whether in ARR, HW, SB, or now. The thing is that with each expansion, older skills are removed, merged, or reworked to make room for new ones earned while leveling. So even though the level cap increases every expansion, we don’t actually accumulate something like 5-6 active skills on every expansion to end up with a ridiculous amount of skills. We stay at roughly the same number — just with different buttons.

    The side effect is that lower level brackets (50, 60, 70) often feel more stripped down than they used to. Because skills are constantly shifted upward or redesigned, players leveling through older content aren’t really experiencing a complete version of their job at those levels. They’re playing simplified versions that only fully come together at the current level cap.

    On top of that, dungeon design has been simplified significantly over time. Whether players are casual or future raiders, they don’t really learn how to play their jobs properly when both their toolkit and the dungeon difficulty are heavily reduced. It should be acceptable — and even healthy — for players to wipe a few times in a new dungeon, and especially entering with an ilevel close to minimum item level when they do it for the first time. That’s part of learning and progression.

    Right now, most dungeons follow the same predictable pattern: two trash packs, one simple boss, repeated three times, finished in 15–20 minutes. Mechanics are often minimal, and the experience feels very on-rails. In ARR and Heavensward, dungeons felt more engaging and occasionally challenging. Now they rarely do.

    If implemented thoughtfully, a level and item level squish could be an opportunity to rebalance the early game and those issues, to make it more engaging again. It’s okay if it takes a couple of weeks to reach the latest expansion. There is a lot of older content that is genuinely fun, and it’s unfortunate that much of its original challenge has effectively disappeared — especially early expansion 24-man raids, where players now enter massively overgeared and breeze through mechanics that once mattered.
    (0)

  9. #19
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    988
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Level squish doesn't sound too farfetched, or merit points, or prestiges, or whatever inevitably occurs. It only took two expansions to skyrocket past the previous job HP values, and item levels are closing in on four digits which the spaghetti engine probably cannot handle. I do know 110 is an awkward number and agree that it may look daunting to grind to since people feel compelled to level every job. And since the leveling became almost entirely percentage-based, continuously adding them (or doubling the amount of EXP needed) doesn't have as much of an impact.

    But the core gameplay issues (antiquated ARR classes, jobs with useless MP and auto-attacks, power creep in old content, etc.) are deeper than that.
    (1)

  10. #20
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    689
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    A level squish feels like "kicking the can down the road" for when we inevitably hit level 100 again, to say nothing of how much they would need to overhaul every job and encounter to match the changes. ARR alone would be a mess trying to cram everything from 1-50 into 1-30. I mean, if we're getting our job crystals at level 10-15 at that point, they may as well remove the classes we start as before then, because people would barely even get to experience them before they're promoting out of them and a condensed story probably couldn't account for us wasting time with the old guilds anyway.

    A secondary leveling track seems pointless though because "prestige level 10" is just "level 110" anyway with some fancier words, and giving it any kind of talent point system would be a waste because this community is too parser-brained to ever pick anything but the BiS build, where anything less will get you kicked and blacklisted when everyone and their dog already gets accused of being prog liars who only exist to ruin everyone else's runs.

    I'm not really sure what else they can do, because either the game will fight against them trying to do it (I imagine messing around with any part of ARR could be troublesome with the spaghetti code), or the playerbase will optimize the fun out of it in less than 24 hours.
    (2)

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