
Actually it wont, ARR leveling to stupidly fast. The average already have 3 jobs siting at i85 or better so this would work just find IMHO.That's because AV and SV are level synched, whereas Hullbreaker is not. If they'd sync your iLvl down to the recommended iLvl for Hullbreaker, it wouldn't be quite as easy.
As for changing jobs within a dungeon.. There were already lots of people excluded from groups because of not having a certain job levelled in 1.x . In ARR it would be far worse.
FFXI: From Spring of 2005- Fall of 2011, name: Batoesai, sever: Fenrir (yea-baby)
FFXIV ver.1.0: From Open Beta- Til they kicked me out, name: Insidious Necromancer, server: Besaid/Balmung (4-Life)
FFXIV ver.2.0: From Alpha- Til Present, name: Lord Meow, server: Balmung (loyalty goes a long way)
FC name: The Soul Society (MaxLv), established: At the beginning of phase 4
Quote: (If your not loyal to at least one good-great FC/LS.. then your condemning yourself to walk this great land.. alone.. I will pray that you would turn from such a path).



So, what I am hearing is that the OP wants to bring back one of the worst aspects of 1.xx into this game? Okay.



This sound like good old Dzemael, the first lv50 dungeon ^^
From entrace until mid boss it was possible not to kill anything
Cutters Cry and Aurun Vale were a bit trickier.
https://www.youtube.com/watch?v=qiTgSNsjMXw
It was not because the engine. SE designed the 1.0 dungeons for speedruns. There were even rewards for speedruns.
A extra chest at the end with the possibility to be a darklight body gear in it (20 minutes or less) and 100% dropchance for the relict quest item (17 minutes or less)

Soooo what's the difference in what OP is suggesting then some in DF saying " must x-I level or the two strike rule when everyone's knows that people have lag issues off and on. This would be different. I'd say it would be to see it ARR, would be nice.
FFXI: From Spring of 2005- Fall of 2011, name: Batoesai, sever: Fenrir (yea-baby)
FFXIV ver.1.0: From Open Beta- Til they kicked me out, name: Insidious Necromancer, server: Besaid/Balmung (4-Life)
FFXIV ver.2.0: From Alpha- Til Present, name: Lord Meow, server: Balmung (loyalty goes a long way)
FC name: The Soul Society (MaxLv), established: At the beginning of phase 4
Quote: (If your not loyal to at least one good-great FC/LS.. then your condemning yourself to walk this great land.. alone.. I will pray that you would turn from such a path).
Pears and apples.
@Rogue Not sure if you know but any class lower level than your highest (<50) gets a 50% bonus exp from kills, add there full runs + pretty much a full level from low level roulette every day means that with your amount of time played you could have all battle classes level 50, for DoH all you need is leves, you can pay someone to craft you leve items, it wouldn't take more than a couple hours to hit 50 on any crafting class, DoL is somewhat similar in terms of speed as long as you have leve allowances. Leveling in this game is a joke.
That said I completely disagree with OP.


I would like to see this making a return too. Kinda missed how multi-jobs playing from old version.
It's not actually really hard to pull this off back then. Just need to invest some time to get better gears. GC gears back then could provide fillers until you get Darklight stuff, as long as you met minimum stat required to pull this off. And it's actually fun too, you get to learn performing other jobs quickly too.
I have to admit that current dungeon settings are too monotone, felt lacking of varieties. Plus the funny thing from old version is that you can also change to DoH class too, for repairing most of the time though, and this is also already addressed in current version with players can auto repair them as long as they have required level to do that.
Kinda funny that some replies here felt like they were a bit reluctant, worried that these would create the old problems back.
As I have said over and over again, XIV 1.0 are my 1st MMO experience, and I do find things happening in 1.0 are quite enjoyable. Would it be that players who happens to play alot of MMO before this one, are more comfortable with other (old) MMO rules in which some of them are forced into XIV-ARR rather than experience something that's outside their comfortable zone? And people who are new to MMO are more enjoying changes than old ones?



Actually it was a instance engine issue. They wanted to move people through instances ASAP to prevent overload of the server so they added time limited and gave incentives.It was not because the engine. SE designed the 1.0 dungeons for speedruns. There were even rewards for speedruns.
A extra chest at the end with the possibility to be a darklight body gear in it (20 minutes or less) and 100% dropchance for the relict quest item (17 minutes or less)


Levelling speed makes no difference.. If someone doesn't like monk for example, and doesn't want to spend time levelling/gearing it, but certain fights basically require multiple monks, that person will be excluded from parties. And I do believe that a large amount of players don't want to level jobs they don't like.


Your first clue that this was stupid was reading when they say "more important to avoid instant wipes then have a strategy to defeat the boss." Read that a few times and think about it. Lol.Interestingly enough, someone revived an old JP thread that talked about how meaningless current endgame is setup, when avoiding instance wipes is more important then having actual strat to defeat a boss.
I believe this is the right time to request YoshiP to bring back the 1.23 relic style dungeon that we enjoyed so much.
Instead of spearheading down the path where all the "static" groups wants from you is BiS with only one job, reintroduce the 1.23 style dungeon runs where we must be able to effectively perform multiple jobs to complete a multi-phase dungeon.
So you're saying I MUST have more than one class leveled to play? Heck no. Don't force leveling multiple jobs to 50 on people.
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