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  1. #1
    Player
    Maeka's Avatar
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    Apr 2014
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    1,281
    Character
    Maeka Blazewing
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Penthea View Post
    Never mind how utterly redundant new players would feel when they see others in the party do cool flashy stuff and they have little more than a three button combo and maybe a self heal.
    Yeah, this is just simply a terrible idea all the way around ... bad for the poor Lv70s that have to do 10x as much work as the newbies, and bad for the newbies who would get bored watching the experienced players doing their stuff. THAT, and ON TOP OF THAT, the way it is now... if there's a, say, MCH that just started, and I end up in their group as a MCH myself, they might be stumbling over their rotation trying to find the optimum way to use their reloads... well, the way it is now, they can simply copy what I do and learn a thing or two by paying attention to what I do.

    BUT, if we did the OP's idea, they'd see me using abilities they don't even have yet and they wouldn't be able to learn in that way.

    Quote Originally Posted by Sigma-Astra View Post
    I stand by my prior statement that Fire IV-ing those poor bats may as well be taken as cynical murder. Those bats would only last with ONE.
    Nah the OP is saying to lower the damage output of all abilities.

    That Lv18 BLM beside you would do 20% of a mob's HP in damage with an Astral 1 Fire. You would likely do 20% of a mob's HP in damage with an Astral III Fire IV. Cast an Astral 1 Fire yourself and you'd barely tickle it with the OP's suggestion.
    (6)

  2. #2
    Player
    Rhomagus's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Yeah, this is just simply a terrible idea all the way around...
    Nope. Great idea actually.

    bad for the poor Lv70s that have to do 10x as much work as the newbies,
    Just nerf the abilities above level. Kind of how they nerf the stats of gear above the level of the dungeon.

    and bad for the newbies who would get bored watching the experienced players doing their stuff.
    Wrong, people would be further incentivized to get to the level they get to unlock the flashy stuff. It's literally the entire incentivization structure built into the leveling system in all RPG's in the first place. This just increases the potential of discovering the animations organically.

    if there's a, say, MCH that just started, and I end up in their group as a MCH myself, they might be stumbling over their rotation trying to find the optimum way to use their reloads... well, the way it is now, they can simply copy what I do and learn a thing or two by paying attention to what I do.
    Finally, a decent hypothetical. Sure, this could be an issue. Again, if abilities above the dungeon cap were nerfed to the point that using the at level rotation was more efficient, you'd be incentivized to use the at level rotation, but not forced. Even in this supposed hypothetical (which is decent, don't get me wrong) input and help is still up to the player. Only if the player cares enough in the first place will they either learn or teach. From the vast majority of Mentor threads on here and reddit and in game, this doesn't seem to be the case. Still, at least this was a decent hypothetical worthy of mention, despite a lot of the strawman and naysaying that's instead being done in this thread.


    Nah the OP is saying to lower the damage output of all abilities.
    Better to just nerf above sync abilities rather than worry about nerfing all abilities. This solves the issue of overpowering tanks and other players with a more dynamic rotation (which I'm not completely against, but a sync'd ability list that is level dependent solves this issue).

    That Lv18 BLM beside you would do 20% of a mob's HP in damage with an Astral 1 Fire. You would likely do 20% of a mob's HP in damage with an Astral III Fire IV. Cast an Astral 1 Fire yourself and you'd barely tickle it with the OP's suggestion.
    Not necessarily if above sync abilities were adjusted accordingly and at level and lower abilities maintained. Issue solved.
    (0)

  3. #3
    Player
    Penthea's Avatar
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    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rhomagus View Post
    Nope. Great idea actually.
    How is making potentially 75% of a lvl 70 kit near useless in low lvl content as a form of balance a good idea? Do you really think people would choose to press buttons that do less output, when using low lvl abilities is far more powerful?
    (7)

  4. #4
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Rhomagus View Post
    Nope. Great idea actually.
    It's so great that the other leading sub-based MMO, WoW, has had balancing nightmares and issues with their own dungeons from the getgo because they implemented it poorly.

    Sugoi.
    (3)

  5. #5
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Rhomagus View Post
    Nope. Great idea actually.
    I have an even greater idea. Hold on to your chair now cause you gonna fall. It's so great that it can work from the get-go!

    ...Ready?! Here it is. Don't use the roulette! Great, isn't it?!

    You can get comparable experience and other rewards from highest level dungeon available to you at any point. And with all of your skills intact. You can even get tomestones from em, so you're not going to really lose there that much either.
    (4)

  6. #6
    Player
    Rhomagus's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Penthea View Post
    Never mind how utterly redundant new players would feel when they see others in the party do cool flashy stuff and they have little more than a three button combo and maybe a self heal.
    Never mind how utterly redundant new players would feel when they see others in the party [have cool looking and flashy gear and emotes] and they have little more than [crafted gear and low level mismatched colored sets].

    Yet, here we are, with Level 70 Dark Knights in a full Diamond Fending Set already in dungeon.

    Crazy.
    (1)

  7. #7
    Player
    Sigma-Astra's Avatar
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    Mar 2017
    Location
    Ul'dah
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    1,085
    Character
    Soma Kagami
    World
    Sargatanas
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    Black Mage Lv 90
    Quote Originally Posted by Maeka View Post
    So, if I get into a group as.... say a BLM....

    Let's say I get into Sastasha with a Lv18 BLM and I'm a Lv70 BLM.

    For me to get the same DPS as them, I have to do Enochian, and all that jazz while they just spam Fire, Blizz and Transpose? You kidding me? How is that fair in any way?
    I stand by my prior statement that Fire IV-ing those poor bats may as well be taken as cynical murder. Those bats would only last with ONE.
    (0)

  8. #8
    Player
    Rhomagus's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Maeka View Post
    So, if I get into a group as.... say a BLM....

    Let's say I get into Sastasha with a Lv18 BLM and I'm a Lv70 BLM.

    For me to get the same DPS as them, I have to do Enochian, and all that jazz while they just spam Fire, Blizz and Transpose? You kidding me? How is that fair in any way?
    Nope, just nerf abilities above the level of the dungeon. That easy. You can choose to do the whole rotation, but you'd be better served by doing the rotation at level. You can either nerf them so much that abilities above the cap do literally zero damage or miss, or, you can nerf them so that they don't do enough damage to be more potent than a lower level rotation.

    I'm of the opinion to just let higher level players be a tiny bit more powerful, but if you want to nerf the abilities to the seven hells in order to maintain balance, feel free. Same low level rotations available to both, nerfed high level abilities reserved only to those who've already unlocked them. The rotation itself doesn't have to be better, just there, in order to fulfill the wants and needs of the OP and those in favor of a more robust level sync system.
    (0)

  9. #9
    Player
    Penthea's Avatar
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    May 2014
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    Gridania
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    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rhomagus View Post
    Nope, just nerf abilities above the level of the dungeon.
    This is all very well for dps, but what about healers? This change OP wants would either mess up healing or make some higher lvl healing spells completely useless as their mana cost would be higher for less or equal output. It wouldn't be great for tanks either if their enmity generation is nerfed on higher lvl abilities, thus discouraging them to use more than a basic threat combo.

    OP's suggestion would only benefit dps classes. And benefit is a strong word to use because it would throw balance all over the place and make new players feel like their contribution matters less.

    Quote Originally Posted by Rhomagus View Post
    Yet, here we are, with Level 70 Dark Knights in a full Diamond Fending Set already in dungeon.
    Having a cool outfit is not remotely the same as having three or four times the amount of abilities as a new player while in the same content.
    (4)
    Last edited by Penthea; 09-10-2018 at 11:08 AM.

  10. #10
    Player
    Maeka's Avatar
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    Apr 2014
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    1,281
    Character
    Maeka Blazewing
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Rhomagus View Post
    Nope, just nerf abilities above the level of the dungeon. That easy. You can choose to do the whole rotation, but you'd be better served by doing the rotation at level. You can either nerf them so much that abilities above the cap do literally zero damage or miss, or, you can nerf them so that they don't do enough damage to be more potent than a lower level rotation.

    I'm of the opinion to just let higher level players be a tiny bit more powerful, but if you want to nerf the abilities to the seven hells in order to maintain balance, feel free. Same low level rotations available to both, nerfed high level abilities reserved only to those who've already unlocked them. The rotation itself doesn't have to be better, just there, in order to fulfill the wants and needs of the OP and those in favor of a more robust level sync system.
    What, may I ask, is the point in doing that!?

    "Here, have Fire IV in Sastasha..... but it will do jack all for damage, so you might as well not even use it."

    And how would you TELL which abilities are good and which aren't? "Gee, is Fire III available in Brayflox normally? I gotta look it up to see if it is even worth casting" ...

    Really don't see what you'd gain out of making the higher level abilities almost worthless, might as well just simply level Sync. They both do the same exact freaking thing. Well, ok, I suppose you could waste GCDs on worthless abilities.... but why?
    (9)
    Last edited by Maeka; 09-10-2018 at 11:12 AM.

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