Why do you need to learn the class at level 18 if you're level 70? If you know the class at 70, then you know it at 18 anyway. Not to mention, let's talk about how "knowing Dragoon" until level 25 used to be literally Heavy Thrust - Spam Impulse Drive. That adds nothing to the game.
It's amazing what people so focused on high levels, forget about low levels. It's fine because there are always people using new classes. The system works as intended and works beautifully. Even when pld didnt get shield oath till 40 (boy that was painful) but by doing so, I'm an aggro holding champ.
Again, revisiting the lower levels is NOT a bad thing. I also prefer it to learn new classes such as I am working on rdm with my friends newly starting tank/heals. It gives me the opportunity to step back and examine each ability thoroughly therefore becoming a better rdm, and constantly revisiting lower levels reinforces the fact the amount of abilities you have doesn't make you good.
But you know....not everyone feels that way...team game and all that....
Hmm well imho gladiator is fine with aggro with flash spam + riot blade. 3 flashes should keep everything on you 'till it dies and the riot blade keeps you flush with mana.
Dark knight is pretty good too. Unleash a number of times equal to the number of enemies +1 and you should have them all no problem.
Marauder though does suffer some down time issues by comparison. 3 overpowers will have it all on you solid but fight too fast without goad being dropped on you and you're going to have to take a breather.
Aggro becomes an issue with Hakkue Manor or however you spell it when you go in pre-30 and the rest of the group isn't. Even this isn't completely horrible though.
The biggest problem I see with new tanks not holding aggro at low levels is they refuse to use their available tool kit to its fullest. The tanking tutorial you can take at 15 teaches you too use your aoe aggro tools once and to use your threat combo to hold aggro. That works ok when your party only attacks your target and gives you at least a 5 count before attacking/healing against small groups.
When you think about it unless your selecting unsync your pretty much playing it as standard mode. Roulette's you may have to deal with, however you can always do runs unsync if you build your own. Besides some things can be avoided and in a way test players knowledge. Tanking for example can have some enmity issues but not impossible if a tank uses his tools like markers or communicates properly. Now if you have issues with other players welcome to the world of online gaming, build your own group.
False. I like it sometimes and when I do, I play content where level sync occurs. If you don't like it, there are many other ways to level alts.
Besides it's mathematically impossible to balance a single target skill and an AoE skill for all possible pull sizes.
Graphics
MSQ
Viper
I honestly prefer level sync as is. There are some classes that become too complicated or less fun for me in the higher levels. When synced down I can play those classes/jobs with a much more simplified toolkit while not being a drag on the group. Trust me when I say, you'd much rather have me as a lvl 50 or less BLM or DRG in your group than 51+.
How many men am I involved with? Well that depends... do you mean men as in males? Or just midlanders?
Its not that its just running leveling content, especially really low level content is boring as a tank and healer. Simply because the amount of abilities you have are very small. Nothing will get changed about it though due to reasons above.
There is no need for speed runs in satasha because most dps jobs dont even have 1 aoe ability at that level.
The only real way to fix it is to provide more incentives to get people to run that content for the adventurer in need bonus.
Letting everyone keep their skills only hurts the new players who are still leveling and havent unlocked their skills yet which pushes to a hostile gaming environment which is exactly what Yoshi is trying to avoid.
Letting people keep their skills is not going to make them want to go back into Satasha for the 4564687945436458645468th time.
The only way I see being able to have a vast number of skills when synched down and be fair is.
Have a every skill 1-70 starting at level 1 for each job/class.
Then everything upgrades like Bio in potency and scaling.
Fast Blade I- Level 1
Fast Blade II- Level 20
Fast Blade III- Level 40
Fast Blade IV- Level 50
Fast Blade V- Level 60
Fast Blade VI- Level 70
Fast Blade- Etc,etc
I am kind of not liking that even if it is boring or slow in starter levels. Once we start screwing with progression, they might as well make everything available at level one and get rid of levels(I like levels, not this world scaling thing the hip mmos are doing now). I like having something to look forward to even when now is not going so hot.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
I don't really see why this is considered a problem that needs to be "fixed". I mean, if they do let us keep our abilities or some rendition of it (but obviously scaled), then wonderful. If not, then business as usual. Are people really that adamant about their frustration (a very strong word to use in this context) at losing their skills/spells for 20min? Even in the case of tanks not having their stances, it obviously hasn't been a game breaking loss...
The fix, I would assume, is simple enough to implement (scaling down our tools to whatever level), but given the fact that dungeons are designed around the lack of them and how quickly/easily we clear them, I'd think frustrations would grow even larger among this crowd of complainers. In other words, should the time come that they get a party that does not have the additional skills/spells available to them, then said person become much more frequently frustrated at the fact the run is not going as fast as it "should" be.
Last edited by Welsper59; 10-19-2017 at 05:31 AM.
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