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  1. #11
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Eidolon View Post
    1) Right now, some of us don't run low-level content because it's boring and we can't do it with friends without directly que'ing into the instance. So right now, I'm not doing low level roulette because the tomes are a joke and the content is jsut SO BORING because of the lack of buttons to press. Sorry, but 3 button gameplay is NOT fun to me.
    Then it's not for you. I find killing bees outside Ul'Dah boring, but new players still do it and it's fun at the time as they figure out how their skills work.

    2) Having access to our full kits, you're worried that we'll rip threat off the tank and then blast them for being bad. Here's the thing, though... We already rip hate off the tanks. I have no problem on DRG or BLM if I ST and the tank is newer ripping threat off the tank. It's very easy to do pre-30/40 with newer tanks. This is a responsibility of the DPS to not let this happen.
    Oh yeah it is. But when a SINGLE rotation can do it without even trying? Or better yet, when a BLM can use their "infinite combo" and keep hate better than any lowbie tank? Why bother having a tank when the BLM is doing better damage, keeping better aggro, and taking only slightly more damage? Low level dungeons ARE a "joke" because they're meant for low levels.
    3) Having access to our full kits, you're neglecting we get ways to manage our threat. Dragoons recieve elusive jump. Black Mage and Summoner cross-class Quelling Strikes. Monk has naturally low potency strikes to avoid generating large threat and relies on pumping out damage fast to make up for it. Not having access to these skills actually reduces our abilities to reduce threat. Having access to all our CD's also hurts because we can't negate damage as much - stressing the healer more.
    What about those who DON'T have those skills? I can't believe I have to say this, I really can't, but high level play is NOT low level play. Also, there's a certain point when even quelling strikes can't help you. I am not joking when I say i've peeled aggro off a tank while quelling strikes is up with a single BLM combo. And this was a tank WITH shield oath/defiance on. How do you think that will go down in low level dungeons with tanks NOT having those abilities yet?
    4) What about tanks that want to do low level? Imagine a paladin with Shield / Sword oath in level 15 dungouns. Their threat will be rediculous. DPS could really go all-out if they wanted to.
    Sure that'd be "great" but you're forgetting the reverse: What about the statistically more likely scenario when you DON'T have a 50 tank or healer? A low level tank is not designed to be able to hold aggro off a full-rotation BLM, BRD or MNK. They simply do not have the tools yet.
    5) Faster runs dont' necessarily have to be a bad thing. I don't get why people think that it's only speed runners that want faster runs. Faster run = more mobs killed per hour for low-level players = faster leveling experience.
    Faster runs don't necessarily mean BETTER runs. Running a dungeon should be a learning experience for people within the level bracket. What you're suggesting is basically carrying new players through dungeons the way people are carried through the new primals by light farms. You're excising an important part of the learning experience for the sake of speed.

    These are just some of my opinions on the matter. There will always exist counters to each - such as people just being ****y human beings in the first place. But I'm going to be honest with you... People will be ****y human beings regardless if they get skills or not. Those people are already being horrid people.
    Exactly, why give them more ammo?

    Truth is I've seen games that go the other route, and it's not very pretty. There's no challenge with a high level in the party since, even with level syncing, they carry their skills with them. CoH was one the games that did this, and even had a mentor/sidekick system that allowed it to work both ways. It was always infinitely more challenging to have a sidekick since the enemies the mentor would fight would be designed for the mentor's abilities, which are progressive, while the sidekick, who may be scaled up, still has their low level abilities.
    There's a reason so many games opt for XIV's model.
    (4)
    Last edited by kyuven; 05-18-2015 at 04:04 AM.

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