The intention of this post is to make a point out of something, and the "dragoon sucks" tag is meant to be a joke no more than that. Some enjoy argument.
I'd wager the majority of players in general are of like-mind though, including those who do perform well. MMORPGs (or games in general) used to be about earning your ability to speed through things, not believing yourself entitled to it. Give the wrong people too much power, and they won't even realize they're always wanting more.
No. It's bad enough that newer players get yelled at by belligerent raiders for not playing like an expert on day one. See every single thread about DPS by non-DPS roles.Here is me running lvl 50-60 dungeons in a flash (ofc with a good DPS) while doing low level dungeons takes double if not more time. New players, with the goal to reach their lvl 60(70 soon) friends, are relying on dungeons to level up (unless they discover Palace of the dead). So, can't the Dev boost players in-dungeons or lower mobs HP to fasten the process of leveling? Are their any negative effect if low level dungeons are nerfed?( e.g: story neglection..)
What do you think?
How about SE does two things:
1) "Original Difficulty" mode, which level syncs and gear syncs to the minimum, no undersized parties. Completing the dungeon properly gives you a better reward than standard configuration, but no additional experience.
2) "Boss Rush" mode which you are instead timed by how fast you complete the dungeon's bosses solo. If you fail, you don't get another chance for any boss rush for 30 minutes. Only one boss rush per dungeon per day. Less efficient to farm tomes this way. No party mode. Boss HP scaled by level sync. Players can select what level/ilevel they want to play at just like levequests, and better rewards for clearing while synced lower.
You would never want to give EXP to anything other than the regular configuration of the dungeon, otherwise people will simply never play the regular configuration and not learn it at all.
Overall, if people are in a rush to level a job and don't want to play the old content, then this is the wrong game for them.
Nerfing leveling dungeons would simply create more players who don't know what to do, but think that they do because they did the leveling needed.
This game has so many fast ways to level including the upcoming jumpm potions, it's completely unnecessary to nerf existing leveling dungeons.
Like KisaiTenshi I'd really like to see level sync beefed up to be more of an "original difficulty" mode as well. It's funny, after running more higher level dungeons and content and getting used to the higher level skills and rotations, going back to something like Darkhold can be a bit jarring as you are reminded how you are supposed to play when you don't have all the 'big' skills. Perhaps making level sync closer to that original difficulty would help people improve by reminding/teaching players how to handle things without overgearing and without uber-skills.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.