I agree with the OP so hard. It's why I generally refuse to do leveling Roulette. I don't want to play a gimped version of my job. I did it earlier on my RDM and we got Cutters Cry. It was real swell doing that two hit melee combo...oh wait.
Truth be told, I would prefer a lv synch with all my abilities, but I understand why it's not done. Still... I would prefer it because lower dungeons like Sastasha, which pops with surprisingly high frequency, really are boring to me and I'd rather we have something designed in-game rather than having "just watch netflix" as a fix. Yes, it's not going to make the dungeon more complex, but for me my primary source of enjoyment is my class' complexity, not the dungeon's persé (although a good second place). Sure we get more output, but we also have more abilities to manage enmity, right?
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.![]()
Last edited by Valenth; 07-11-2017 at 07:27 PM.
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.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.
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.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.
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.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?
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.
Last edited by Kosmos992k; 07-12-2017 at 02:31 AM.
they simply wont you can't balance someone who has 2 abilities and another person who has 15 to make them equal. its like this for a reasonDon't see the issue though?
Level 20 Dungeon as an example.
Level 20 Lancer, new to the game.
Level 70 Dragoon, veteran of the game
Same Party.
the level 70's stats and abilities are heavily reduced to ensure the 20 and 70 both do similar damage output.
Scenario: The level 20 Lancer, new to the game, can look at the 70 in his party and look forward to what his armor/abilities will look like once he hits max level, which gives new players motivation to level up. This also means the level 70 isn't bored out of his mind spamming 2 abilities.
Honestly who cares about balance in these low levels. There is already class imbalance to begin with because different classes hit different power peaks during the leveling phase. The main issue of balance in the low level dungeons is whether the low level tank can keep hate from synced down dps classes. The only thing they need to solve this problem is give the synced down dps classes very little enmity on their abilities.
They would have to make every party buff cosmetic for a level sync to work. AoE spells which the sync currently makes unavailable would have to do zero damage in Sastasha. At which point you wouldn't be using your end game rotation anyway and the whole point of this is lost. I suggest we ask more useful things from the devs. Like job balance.
Graphics
MSQ
Viper
The only time I can see this not working is if you are queuing solo, as it would pick the highest dungeon you are able to get into. And if the majority of players are above certain levels, then a lot of those lower dungeons would take FOREVER to pop in a roulette. It's a good idea, but I can also see it taking it's toll on the newer player base.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.
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.A roulette is random, just like the lottery. They were designed so people could find parties in as fast a time possible. Once situations are allowed to be tuned to a preference, waiting times will go up for the high levels and low levels.The only time I can see this not working is if you are queuing solo, as it would pick the highest dungeon you are able to get into. And if the majority of players are above certain levels, then a lot of those lower dungeons would take FOREVER to pop in a roulette. It's a good idea, but I can also see it taking it's toll on the newer player base.
The only solution off the top of my head. Is to have separate high level roulette dungeons for high levels so high levels don't need to touch low levels.
But I think that is a mistake, for the potential newer player base. Unless they stop making group only dungeons in MSQ and offer some solo/duo dungeons to progress the MSQ. It's one thing to have 3000 quests to reach level cap, but it's quite another if you hit a stump because you cannot find a competent group of people easily over 10-30 dungeons.
That might be their plan if squadrons ever get fleshed out and become useable in dungeons?
Last edited by Sandpark; 07-12-2017 at 03:22 AM.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
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