
Originally Posted by
Sephrick
SE hasn't said anything about what TNLs will be like after 51, to my knowledge.
But look at it this way. Right now, the TNL for 50-51 is 110,000. A 10,000 exp jump from 49-50. So if that trend continues we have:
50-51: 110,000
51-52: 120,000
52-53: 130,000
53-54: 140,000
54-55: 150,000
55-56: 160,000
56-57: 170,000
57-58: 180,000
58-59: 190,000
59-60: 200,000
This is based on only if SE doesn't continue to increase the jumps in TNLs as levels get higher, but for only 10 more levels, it'd take 1,550,000. To get to cap currently, it takes 1,891,150 exp.
For every 10 levels they add after level 50, at the current rate exp increases, the trip from 1 to cap doubles.
By the time the cap reaches 75 -- the long-time cap for XI -- the total amount of exp required will be well over 7 million.
If your average party can pull in 150,000 exp per hour (though, I believe this is a figure for PL'd parties. I've been leveling my Cnj, Thm and Arc in legitimate parties and it's been significantly lower) a group can reach the current cap in 12 hours of exping.
This 12 hours doesn't include time spent building a group, traveling (because teleports can only take you so far), resting, repairing, acquiring new gear and any other nature time sinks.
To some, this doesn't seem so bad. But consider the fact that it takes more than one class at cap to be effective at endgame. Even at soloing those first few levels it's to a player's benefit to level most classes to 5, if not 10 or 15.
To go from 74-75, we'd have a TNL of 350,000 -- again, using 75 as an example because it was XI's long-time cap and keeping true to using the in game TNL gap as the example and not assuming anything in order to keep the estimate on the low end.
So 61-75 is another 4,200,000 exp, for a total of 7,641,150. At an average rate of 150,000 per hour, it'd take approximately 50 hours of straight exp gain to go from 1 to cap.
But bare in mind, this isn't like XI where you supplement your classes by taking them a fraction of the way to cap.
In XIV, you might need to take multiple classes to cap if you really want to be the best. So if someone wants to be the best mage on their server, and for argument's sake let's say Archanist is out, it'd take 150 hours of exping to reach cap.
But sometimes, especially in XIV, it takes more than battle classes to be the best.
In come Disciples of the Hand.
It takes about 2 minutes to legitimately complete a synth. And because I like round numbers, we'll say a serious DoH can average 550 exp per synth, assuming they use the process of starting a synth 9 levels above them for about 700 exp success/250-300 on breaks.
That means each hour, a DoH can net 16,500 exp. So to take a DoH from 1-75 (if ever the cap gets there) it'd take about 463 hours. We know they intend to increase the level of DoH along with battle classes, as 1.19 introduced 51-60 level recipes.
This is where people put on blinders and fail to see the bigger picture.
XIV is about choice. A player can choose to have one PL'd class at cap just to experience the game with friends. Or they can commit themselves to being the best of the best by leveling multiple classes, including DoH and DoL.
They also fail to think beyond the moment, that the devs might just have a plan beyond what we have in the game now.
It's better to plan the exp curve and rate of exp ahead of time, and consider all angles.
The rate of exp does seem quick right now. And the "drop from party and kill" thing is broken and needs to be fixed.
But the rate at which a functional party can gain exp is being blown out of proportion.
All they need to do to fix the current situation is that exp is based on the level of your party when the mob is claimed. That way they don't have to get rid of the function to add and drop players during battle.
That's why my hope is that they make leveling an actual journey. The Grand Companies are the perfect mean to do so.
Grand Company leves should be epic. Dungeon crawls to meet formidable foes. Skirmishes with Imperial troops. DoHs could complete synths to supply the troops. DoLs can go out to collect samples for scientists to study a post-calamity Eorzea.
The original leves were sort of like that. But the text was bland. It should be presented in a traditional Final Fantasy way, cutscenes and the like. Every little action should feel like it matters in the world.
I don't care how long it takes to get to cap, as long as I feel like I'm playing the game. Killing the same monster repeated just because they happen to be the right level not only doesn't feel like a Final Fantasy, it doesn't even feel like game play.