Hold on, so the level 20 DRG will use 3 skills and get the same DPS than the level 70 DRG doing all his complete scaled down damage rotation? o-O
Hold on, so the level 20 DRG will use 3 skills and get the same DPS than the level 70 DRG doing all his complete scaled down damage rotation? o-O





To see why this is perhaps not the best idea, it might help to think about it in reverse.
Suppose that it were possible for lower level people to sync up, with their stats scaling to match the content, but without the actions they would have learned if they were actually that level.
Imagine a GLA15 in Shisui with the following action set:
- Fast Blade
- Fight or Flight
- Savage Blade
- Flash
- Riot Blade
- Shield Lob
- One role action
trying to hold hate against a RDM64 who has
- Enchanted Riposte
- Verthunder
- Corps-a-corps
- Veraero
- Scatter
- Verfire
- Verstone
- Enchanted Zwerchhau
- Displacement
- Fleche
- Enchanted Redoublement
- Acceleration
- Enchanted Moulinet
- Contre Sixte
- Embolden
- Manafication
- Jolt II
There's probably no reasonable amount of scaling that would make this work. If the GLA's numbers don't scale up absurdly high, there's no way he can hold hate on anything. If the GLA's numbers are too high, he gets a much higher return per (effort|skill) than the RDM.
Reverse this back to the original scenario (GLA15 and RDM64 in Sastasha) and throw in an additional Lv15 DD as well, if the RDM's numbers don't scale down enough, there won't be anything the tank can do to maintain aggro. If the RDM's numbers scale down too much, he'll have to do much more work than his coDD to do the same amount of damage his coDD might be doing with 1-2-1-2.
There is probably a large overlap between "scaled too (high|low)" and "not scaled (high|low) enough". That is, an appropriate medium just might not exist.
Error 3102 Club, Order of the 52nd Hour
I don't think the people who keep making threads like these really understand the amount of rebalancing that would be required for something like this when it simply isn't necessary.
Like, this person gets it.Level 20 Lancer can raise their damage 15%. Can not do any aoe damage at all.
Level 20 (70) Dragoon can raise their damage 15%, can increase the target's piercing damage taken 5%, can periodically raise their damage a further 15%, has a dot, can raise the party's crit rate, can raise their damage yet another 10% while raising another player's damage up 5%, has multiple aoe attacks.
There is no reasonable way to make these players even remotely similar in dungeons.
If a lvl 70 DPS get synced to level 20, I feel sorry for the newbie tank who has to try and hold hate against a lvl 70 who has their entire toolkit at their disposal.
It just wouldn't work. Savage blade is not enough on its own to fight against the enmity gain of a Setsugekka or other high-tier skills.


Omg, what's up with ppl like you trying to make EVERYTHING more complicated than necessary!
I think low level dungeons are great both for new players, who are learning and it's also great for players who want to relax from their super complicated high level rotations. So, leave sync alone!
Honestly, the enmity increase for tanks are doing an amazing job to not let DPS take aggro. It actually feels like more of a hassle to have learned all these thing and when you press the buttons it doesn't activate.


Mmmm.
Elder Scrolls Online syncs every dungeon, every zone, everything. And they have the champion system which is a merit like system and it does fine. If it weren't for the champion system, you wouldn't even know who is Level 15 and who is level capped.
It can make forming groups easier and more enjoyable.
But the cost is that no matter how strong you get, the content is stronger than you. Hamster on a wheel. I like tangible progression. It's not like roulette is the only means of progression, especially when Eureka, new relics, and other stuff comes.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
note they did this to make the game more intune to Elder scrolls. The biggest complaint was it felt like a TES with multiplayer tacted on. now it feels like a Multiplayer TES game. More so with morrowind.Mmmm.
Elder Scrolls Online syncs every dungeon, every zone, everything. And they have the champion system which is a merit like system and it does fine. If it weren't for the champion system, you wouldn't even know who is Level 15 and who is level capped.
It can make forming groups easier and more enjoyable.
But the cost is that no matter how strong you get, the content is stronger than you. Hamster on a wheel. I like tangible progression. It's not like roulette is the only means of progression, especially when Eureka, new relics, and other stuff comes.


That idea sounds okay in theory, but wouldn't work in practice.
The dungeons are balanced for having only the abilities you can at those levels. Even if they reduced the power of higher level abilities, they would have to reduce the power so low that there would be no point in having them at all. Either that or redesign the dungeons.
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