In light of the fact that the "Low-Level Roulette" was changed to "Leveling Roulette" I thought it was time to bring up a suggestion.

So, it may be silly, but I love to start new characters and level them up and then level alts, then start all over again. I've had every class (pre 3.0) to level 50 at one point or another (in fact I've leveled most classes 2-3 times). My favorite way to level is dungeons. Fates and leves tend to bore me after a while so normally what I do is queue up for the dungeon and then do those in between.

In light of the fact that the "Low-Level Roulette" was changed to "Leveling Roulette" I thought it was time to bring up a suggestion.

So, it may be silly, but I love to start new characters and level them up and then level alts, then start all over again. I've had every class (pre 3.0) to level 50 at one point or another (in fact I've leveled most classes 2-3 times). My favorite way to level is dungeons. Fates and leves tend to bore me after a while so normally what I do is queue up for the dungeon and then do those in between.

And yes, you can solo dungeons now....except, you get 0 xp. So....what's the point. (Unless you could bring your chocobo and level both you and it at the same time....)

Don't get me wrong, I am absolutely loving this 100% armory bonus. This makes leveling much much better than before.

But here's problem that remains. You don't always get the XP you were hoping for when you queued for that dungeon. Why is this? Well, two main reasons, the roulette and the relic quest lines (which at this point are not as large an issue, but could be depending where they go).

You're level 38, you queue for Cutter's Cry, and what does Level 60 tank decide to do? Sac pull everything after the first two floors and only kill the bosses. As lowly DPS you ask, "Can we kill some of the things please?" What's the response from level 54 Healer and 48 dps? "Of course not" So you're 30 minutes spent in queue (dps anyway) has now been completely unjustified. You're XP bar remains woefully thirsty.

Now, I'm all for doing what the majority wants. Usually, when I'm leveling a tank and I get in a dungeon, I ask the group if they want a full clear or a quick run and go with whatever gets the most votes. But when you queue solely to level up a character, and you don't get to kill the mobs, it can be quite disappointing.

Once you've progressed the main scenario, the only reason you go back to these dungeons is A) to level up, B) to get a roulette done or C) to get a relic drop. That's much more leaning to the "get it done quickly" side.

So, what's the solution? Maybe increase the XP given from the mobs that MUST be killed in order to advance the dungeon. Maybe modify the dungeons so that all mobs must be cleared out in order to progress. However, each of those solutions only caters to one type of player and vice-versa.

So here's something I thought of. What if there was just a set amount of XP awarded per dungeon? Sort of like tomestones and each boss kill would reward a portion of it. This does, however, almost guarantee that every player, even those leveling, would just rush the dungeons. So I had to think of a way to get this without having that happen. What if, in order to get this set amount of XP, you had to use a potion or a manual provided by your GC.

For example, like with the Engineering and Survival manuals, you could purchase an Adventurer's manual. You use it, and the next dungeon you do will reward you with the full XP regardless of how many mobs were killed along the way. This way, the dungeon can still be majority voted on and if you didn't get to clear the mobs, you should have used your manual. If you didn't get your manual, well then, that's your own problem.

I'm just spit-balling ideas here, but I think the Manual would be the best option. Forcing all players to have to clear all mobs wouldn't be fun (I've done a Zeta, I understand the desire for haste), and granting guaranteed XP per clear would only guarantee haste. I think this Manual idea would be the best of both worlds and may be the easiest thing to implement.

Something like this:

Adventurer's Manual
Use of this manual will provide the user with XP proportionate to the progress made in the next instance regardless of enemies slain. Expires after exiting the instance.

And it would cost approximately 3000-4000 seals and only be available once your at max rank in GC. It could also be a reward for certain things like clearing each chapter of the main scenario or completing the a final job quest. You know, something to signify that you have other classes you can level.

FYI, I don't quite know how this would work in the 3.0 instances as they seem to offer much less XP per clear anyway (something like a 1/4 level compared to getting approximately 2/3 - 1 level worth in 2.0). But that's something for the smart people to work out.

Thanks for listening to a rambler!

PS If by some miracle this is implemented...can we name it after me? Something like Luin's Lament or Diakon's Diatribe? I mean, Adventurer's Manual is fine, but those have pep! HAHA