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  1. #11
    Player Eidolon's Avatar
    Join Date
    May 2011
    Posts
    1,373
    Character
    Muhau Nbolo
    World
    Mateus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by kyuven View Post
    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.
    Those mobs are put there for two reasons:

    EXP targets
    Mats

    That's it. Hunting log = EXP. Companion = EXP. Drops = Mats. Etcetera.

    At my current phase, there's no reason I'd want to go back there. So yea. If killing bees suits your fancy? That's fine. It has purpose to you. But not for me. Low levels, however, still have a use to me.



    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.
    You've... never healed a BLM trying to tank more than one mob at a time, have you? Black Mages suffer a fun little thing that can happen when they're taking damage - namely, interrupting their casts. This is more common with on-level and higher-level enemies.

    If you're -that- concerned about it, you know that SE can easily re-tune skills that "While level synched: X potency" right? They do things like this for PVP already.


    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?
    I can't believe I have to say this, I really can't, but Low Level play doesn't need to be a chore for people who have gone through the experience once already. Not only that, by limiting the skills, you are effectively hurting leveling players.

    Let's say Player A does 1 dungoun a day, via the roulette. Let's say every time, he gets the level 15-20 dungouns, as is very likely to happen (I swear I don't know why ... but I always seem to get it if I ever bother doing it)

    Now. Let's say he got to 40 doing this. How much of his rotation do you think he knows in level 40 now? How much of his skills do you think he's gotten to practically use? By dumbing down the content so much, you've literally reduced the amount that people get to use meaningfully.

    This is why so many people refer to players who don't know their rotations as "Fate levelers."

    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.
    I won't say one is impossible to happen. That is why they would probably need to tool it a little better. But I am curious as to one thing:

    Why do you think it's "Statistically more likely that we dont' have a level 50 tank or healer"? Is this just one of those legendary made up statistics I heard about, or is it just a "Tend you noticed" and I need to take your word for it?

    That's a little off-tangent, but if you're going to argue it, I want to know where you get your "Numbers" from.

    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.
    It also enables us to better support the new players. I've had a number of times in level 50 unlevel synched dungouns where me having more gear enabled me to do more. When healing? I can heal and DPS, making up for any deficiencies. With tanking? I can put on more VIT if my healer is weaker, or I can put on STR if I want to push things faster. With DPS? I can physic if my healer goes down (BLM), Res if someone dies (SMN), mitigate damage and self-heal (any other DPS), and at times handle mechanics that others might usually do.

    I'm not saying drop us in there at level 50 for a level 15 dungoun. Though if someone wants that? I wouldn't mind them having that option.

    Exactly, why give them more ammo?
    It's not ammo. And at the same time, you're shooting yourself in the foot. Because you remove people like myself who WOULD go and help people who aren't going to because we dont' consider it fun. In a desperation to protect one subsect, people forget they isolate others.

    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.
    Yea. I've seen the Scale-up idea a number of times. I agree with you - that is aweful, while level synchs and mentor systems tend to work pretty well because you're weakening players.
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    Last edited by Eidolon; 05-18-2015 at 09:51 AM.

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