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  1. #1
    Player
    Squintina's Avatar
    Join Date
    Oct 2014
    Posts
    1,054
    Character
    Squintina Nightgard
    World
    Faerie
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rekujin View Post
    Bingo!

    This is the problem and why I'm trying to address it.

    WoW (yeah yeah, just hear me out) has done an excellent job with Timewalking (their version of level sync) where a max level character is synced down but keep all their abilities, they are HEAVILY nerfed to ensure they don't pull from the tank or cause major dps differences.
    Yes in theory if they figured out how to sync the abilities in such a way that there is no major dps/aggro/heal difference between the full version of the rotation in the higher level player and the incomplete version in the lower level version, it'd work.

    But I just don't think many of us have faith they'll be able to get the new syncing algorithm right if they tried to do this.

    Quote Originally Posted by Naunet View Post
    This literally doesn't happen in other MMOs...
    Maybe I'm jaded from having played with a lot of jerks in other MMOs (from both PUGs and guildies. The amount of drama on raidcall in WoW was just as bad, so many people just suddenly forgot what it was like to be someone newer), maybe I'm unlucky to have been in such servers with so many jerks, but it's definitely something I've witnessed in other games, not usually directed at me but I still have to witness it. Admittedly the FF14 community is one of the nicest I've seen, maybe I should have more faith.
    (1)
    Last edited by Squintina; 07-10-2017 at 11:13 AM.

  2. #2
    Player
    Naunet's Avatar
    Join Date
    Aug 2013
    Posts
    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Squintina View Post
    Maybe I'm jaded from having played with a lot of jerks in other MMOs (from both PUGs and guildies. The amount of drama on raidcall in WoW was just as bad, so many people just suddenly forgot what it was like to be someone newer), maybe I'm unlucky to have been in such servers with so many jerks, but it's definitely something I've witnessed in other games, not usually directed at me but I still have to witness it. Admittedly the FF14 community is one of the nicest I've seen, maybe I should have more faith.
    Wow, I'm sorry. That sucks. For what it's worth, it's not something I've ever encountered or even heard of happening in the MMOs I've played with dungeon scaling. So maybe it's just s uper rare.
    (0)

  3. #3
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    The fundamental misunderstanding of your post lies in the title and your own words. You talk about level sync, when in fact you mean ilevel sync. The game has both. For older leveling dungeons full level sync places players on an even footing. Otherwise lower level players would be little more than window dressing in a dungeon, and would get and learn nothing from the run.

    ilvl sync leaves your abilities in tact, but drops your gear and it's stats to something approaching the level of the content. In other words, it already does what you are asking for. So your request is redundant.

    Quote Originally Posted by Ayer2015 View Post
    I see no real point in doing this, and doubt they will. The point of auto-downgrading certain skills was to address bloat and skill bar management when doing old content. If anything I'd like them to tune level syncing so we are not so overpowered.

    Please make old content harder by syncing our ilv down further
    I have been asking for this additional tuning of level sync since before Heavensward. Level sync isn't strict enough, a level 70 in an early dungeon such as one of the ARR dungeons is far and away more powerful than any appropriately leveled player or the enemies in the dungeon which makes the dungeons both easy and boring.
    (4)
    Last edited by Kosmos992k; 07-10-2017 at 11:54 PM.

  4. #4
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    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.
    Here's a simple solution:

    Raise everything's HP relative to the levels of the players in the party. Also, lower or raise the tank's net enmity gain by a percentage based on the level of the players in the party. Finally, raise the incoming damage done by enemy units by a percentage based on level of the players in the party. The exact percentage would have to be a little different for each stat change, and also depend on a slightly different equation. But it wouldn't be that difficult.
    (0)

  5. #5
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by NocturniaUzuki View Post
    Here's a simple solution:

    Raise everything's HP relative to the levels of the players in the party. Also, lower or raise the tank's net enmity gain by a percentage based on the level of the players in the party. Finally, raise the incoming damage done by enemy units by a percentage based on level of the players in the party. The exact percentage would have to be a little different for each stat change, and also depend on a slightly different equation. But it wouldn't be that difficult.
    Your change would render those dungeons into meat grinders for low level characters just to 'fix' it for high level players with skill bloat on their mind.

    Quote Originally Posted by Valenth View Post
    Edit: When I mentioned how Sastasha pops with high frequency I thought of how often it pops with an entire party of lv 50+ people in it. Maybe SE can make it so leveling roulette will tend to pick the highest 'leveling' dungeon of the lowest level person in the party? That would at least solve a part of the problem for me.
    This would be a good thing to do, and would also be relatively low impact on the experience of low level players since it would not involve droping them into a party of supermen/women who make them feel smaller than the smallest enemy in the dungeon just by being there bearing witness to the awesomeness of a full lvl 70 toolkit scaled relative to the dungeon.

    Quote Originally Posted by Sandpark View Post
    I am of the mind that these types of games are supposed to take somewhat long, sprg are for finishing the whole game in 30-100 hours.

    But I have never timed 1-20. If it takes significantly longer than 4 hours, to start getting into the meat of the game, then it is quite slow. XIII got reamed for that very thing which was a 20 hours tutorial.

    The nerf to overworld sprint and no mount until level 20 is probably transparent as tedious to someone coming in who isn't a huge FF fan. I didn't mind it myself until the fourth or fifth job leveling.

    I see people at level 50 running from easy fates just because they have no self heals on DPS.

    Why isn't Second Wind on a 2.5 cooldown like other usuable self heals for other roles?

    I haven't done PotD post Stormblood, can jobs with long cooldown for self heals still solo floors 1-100?
    I've leveled alts with a couple of DoM and DoW classes past lvl 12 each along with most of the crafters past level 10 (can do this using the materials from guild vendors) in about 4 hours. It takes no MSQ quests to do and you can all but skip any incidental cut scenes if you are just wanting speed. I agree about the chocobo, but it's structurally built into the game/story that you get permission via your GC choice. That could be redone to allow a single mount of the player's choice to be available as soon as they hit level 10, say, but no other mounts unlock and no flight unlocks unless you complete the normal objectives. I'm not sure why a level 50 would flee an easy FATE, if they can't call their chocobo, then they need to be more wary and not pull the entire fate onto them self.

    Seriously though. 4 hours is plenty of time to level quite far. It used to be that you'd level multiple classes for the cross class skills that would help fill out the cross bar. I haven't leveled an Alt since SB changed cross class to cross role skills. You don't need 20+ hours to achieve level 30 or 40. With the XP bonuses and other elements you can level very quickly now. but yeah, you'll miss things like GC membership and chocobo mount until you go back for story, but if you level through say level 30, and go back, you can cakewalk the MSQ and get that chocobo in no time at ll, especially as there is no appreciable block on obtaining it - the number of GC seals needed was heavily nerfed.
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    Last edited by Kosmos992k; 07-12-2017 at 02:31 AM.