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
You're advocating for that very behavior whether you realize it or not. Your whole point is to get the dungeons done even faster for high level players. Why spend 20 minutes with some lowbies in sastasha when you can bootem in 5 and get the place done in 12?
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.
You can't teach people how to aoe because they don't care. Also there is no need to change the level sync except maybe scale the gear of people more down as it is right now.Or you're showing the players without the skills the stuff they will be able to do eventually. Tanks pulling one at a time teach people how to aoe exactly? This continues into Expert roulettes where it doesn't belong. It should be instilled earlier. Do you realize how much faster leveling roulette queues would be for DPS if everyone kept their skills? More people queuing + faster dungeon completion = faster queues. It's a win-win.
Also, the part where I said "if your group has the ability to aoe everything down." If a 70 PLD pulls 4 groups with a low level DRG and MNK, they'll run out of cooldowns, healer will run out of MP, and it'll be a wipe. AKA the group didn't have the ability to aoe everything down.
I always hate the balance argument when it comes to this discussion. If you've cleared something before and have half a brain, old dungeons are hilariously easy. I can leave Selene/Eos on Sic and they'll solo heal just about everything up to the lvl 40-ish dungeons. And besides, we're really gonna pretend like SE gives a shit about balance? Go do any of the Crystal Tower or Mhachi raids now. Not only do you skip most of the mechanics in CT, you and the rest of the raid almost have to go out of your way to wipe in any of those. Same thing with a lot ot Trials. Hell, same thing with a lot of lvl 50 and 60 dungeons. Like...for example, when was the last time you bothered to kill the adds in the last boss of Wanderer's Palace? I'll answer for you: 4 years ago. When was the last time any pre-SB primal took more than 5 minutes? Once you're overgeared for a lot of old content, your biggest hurdle is staying awake. Yup, that takes a lot of skill.
Taking away abilities and forcing players to learn multiple "versions" of their jobs just seems cruel and unnecessary. If SE truly cared about balance, most old content would still pose half a challenge...but it doesn't. It's just busy work made all the more painful by the fact you're playing a gimped version of what you normally play. Some or all of the party is always going to be overgeared and synced down. Might as well give players access to their full kits and let them have some fun. Just make it so the higher level an ability is, the harsher the potency penalty is. That way they can still pretend like they care about balance.
Last edited by Galaktica; 10-19-2017 at 06:30 AM.
That is a punishable offense. I think if SE would crack down a bit on people who break the rules they think they can get away with the kick button would be used much more wisely. Bots/harassement/afkers/leechers/wintraders/RMT needs to be punished hard.
Unfortunately, there is a major loophole that has been mentioned countless times on the forums. Playstyle. Unless that is taken out of the equation, then there is no way it will be turned into a punishable offence.
I would think it's actually not. For the same reason a healer can be kicked for not DPSing, in that it's a difference in playstyle or a disruption of play, I'd argue you can kick someone legitimately for lacking the abilities needed to make "your" run more in-line with how you want to play. Such is the result of their passive responses on many matters.
Why boot lowbies in 5 minutes when you can get the place done in 6? I've run thousands upon thousands of dungeons as tank, dps, and healer. And the only time I've ever booted or seen someone booted from a dungeon was a Dragoon that used nothing but Full Thrust. Not comboed. Just Full Thrust.
No one is advocating kicking people for low dps. It IS a punishable offense. But the low level roulette is nothing but a chore, and there's no incentive to run it at level 70 unless AiN, and even then it's almost always Tank.
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