OP, sorry but I have to disagree with you. As others have said, it would cause more problems than it would solve.
Wahahaha! Yes, because the DPS in this game have a long and honored history of managing their hate for their tanks. (This is sarcasm btw)
Either way, evel sync works fine the way it is. Tbh, even now it can be a bit overpowered when you get a person ilvl120+ synching down but that's neither here nor there.
Moving on.
For those of us who are at lvl 50, and have all of our abilities, the level synch not letting us use all of our abilities is at best a mild annoyance. If we were allowed to use our full arsenal we would be way over powered and as mentioned, it would either create more problems or exasperate our current problems- but it would solve none of them.
Nektulos my friend, I don't believe that new players will find dungeons more fun when you have over powered players come in and streamroll over everything. If anything, a new player may feel more frustrated and lost. They may feel like dead weight because whatever they do is not enough and are essentially being carried. Furthermore, those players would not have a chance to learn their class for that level nor would they get a chance to learn the mechanics of a dungeon. Keep in mind that dungeon runs on average are at most 30min.
Secondly, low level players have enough of a reason to level up. They wouldn't really know how fun any of the level 50 skills are since they can't use them. All they can see is the animation.
Lastly, low level players are not restricted skill wise. A new player (assuming that they did their class quests) will have all of the skills available to them at their current level, be it lvl 15, 20, 25, or lvl45. They cannot possibly feel restricted by skills they do not have yet.
Personally not a fan of level sync. Enjoyed boosting my buds in dungeons in WoW. Serves no real purpose other than annoyance.
I'm not sure why anyone would argue against this. It's just silly really. All of the counterarguments people bring up like threat and damage can easily be tuned to be appropriate for their level.
I mean really, you enjoy having half your abilities being greyed out? I could make some jokes about masochism but they're not really forum appropriate. Lol
I guess you missed where people mentioned how new tanks already have problems trying to keep hate against level sync'd DDs and new healers trying to keep speed running sync'd tanks alive. It's not anecdotal, we've seen it happen. Repeatedly. For a year now. The problem is that the level sync'd people tend not to act like they're partied with new people. They think that level sync'ing somehow allows them to go nuts with what abilities they do keep, which is so very not the case. Imagine how bad it'd be if these bad players had access to the whole of their ability libraries? Nothing good, I can bet. I, personally, don't care about the lost abilities from sync'ing. You learn to make do with what you have, and use it responsibly. You know, 'great power' and all that.
Blah blah blah, people always wants easy mode.
Shit be so easy if you get umbral ice/astral fire III, shroud of saints, shield oath, leeches and other early on. While the person that actually need the dungeon don't have these tools.
BLM will be the worse offenders as Fire/Bliz III considerably shortens their cooldown time for MP generation and their main damage spell is still fire I
Might as well give you the - I Win - button.
Last edited by Chihaya; 05-17-2015 at 07:31 AM.
Fire 2 has a potency of 100. Flare has a potency of 260. A BLM in Sastasha or Copperbell with access to flare can do 2.6 times the damage as AoE burst, while the tank has no tank stance, no rage of halone, and only overpower or flash. Except the BLM's DPS increases even more as he'll also have switftcast allowing him to cast this 2.6x as strong attack instantly, and access to firestarter and thunderstorm procs. And that's just BLM. A monk who can get GL3, use demolish, perfect balance, fists of fire, dragon kick, etc. in low level dungeons is also going to rip aggro away from an unsynked tank like candy from a lallafel. A synked DD will, absolutely, do a metric fuckton more damage than is intended in these dungeons which will both make it impossible to hold aggro for the tank and make the dungeon far too easy robbing new players of the experience.
Look, I absolutely hate getting a pre-butcher's block dungeon for War, or, god, getting anything pre-full thrust as drg makes me want to kill myself (HT->ID->ID->ID->ID->HT ad infinitum, SO EXCITING), but the fact of the matter is that allowing people to use their full range of skills in dungeons is going to completely trivialize that content and it's all going to be boring, confusing, and frustrating to new players. Even in the best case scenario, imagine if every dungeon while you were leveling allowed you to contribute as much as DFing into a Garuda HM farm party as a fresh 50 these days? That is to say: Not at all. Dungeons wouldn't be fun or interesting. The stories behind them would seem pointless: After all, how dangerous can these giants really be when their king just got annihilated in 10 GCDs by a BLM with firestarter procs, while you, the healer, just sat there watching the tank heal themselves more than you can for the whole dungeon because he had unchained, berserk, bloodlust and whatever else up, and you wouldn't be able to learn your class. There'd be no fun to be had for new players running dungeons at that point.
Plus, SE uses lower dungeons as a way to introduce mechanics in easier/more forgiving ways before re-introducing them with new twists or alongside more mechanics in later dungeons. People already like to whine about 'casuals' and 'bads', but if you take away anyone's ability to learn any mechanics pre-50 that's going to get so much worse and it's going to be frustrating both for veterans trying to run dungeons with people whose skill hasn't been allowed to grow at all from 1-50, and for new players who are suddenly expected to know their classes when they hit 50 and don't, and so keep dying/causing wipes/getting yelled at.
Last edited by Krylo; 05-17-2015 at 07:57 AM.
You really don't know how the system works do you?
The base Fast Blade (150 potency) -> Savage Blade (200 potency x3 enmity for 600 enmity) combo generates 375 enmity per GCD.
The full Rage of Halone (FB -> SB -> RoH (260 potency x5 enmity for 1300 enmity)) combo generates ~683 enmity per GCD.
Shield Oath (-20% damage dealt and received x2 enmity) multiplies enmity generated by 1.6 making a RoH combo generate ~1063 enmity per GCD.
This is how a Paladin's single target enmity generation scales in order to handle what the DpS/Healers output. 375 enmity cannot compete with what 1063 is supposed to handle.
Last edited by Ultimatecalibur; 05-17-2015 at 08:22 AM.
The reason why level-synch work this way is in this video from 1.x:
https://youtu.be/oAMcQYp4-I0?t=458
Ifrit (story) down in less than 25 seconds.
It happened many times if a new player did the fight with high level players that Ifrit died before the intro cutscene for the new player ended.
Last edited by Felis; 05-17-2015 at 08:23 AM.
Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.
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