Yeah, for ONE week per month, you can go through a specific set of dungeons of their choice and last I heard, the mechanics didn't work, and the dungeons were either half of the time broken or way out of whack too easy or too difficult, or just plain.... don't work that well.
Well this thread sure has nothing to do with helping low levels and is more about high levels showing off..
This is the most absurd thing I've seen in this thread. Making them do 0 damage or miss is just completely pointless, and nerfing them for every single dungeon is a huge amount of resources that would have to be spent, just so that the players would be better off doing what they were doing before all those resources were wasted.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.
Why? Why would the devs want to do this? You have to answer this question if you want to seriously request a feature. What would be the gain, and how many people would even want the result?
If this was to be implemented as you describe it, I would honestly kick someone for wasting my time the moment I see them doing a high level rotation. I'm pretty sure I wouldn't be alone in that. I'm a pretty patient person, I've even put up with Ice Mages without kicking them. But a high level player doing this, who's just doing it to show off? Get out of my party.
Last edited by MomomiMomi; 09-10-2018 at 04:00 PM.
I want too post something more constructive to this topic. You can't just simply nerf high level abilities as way to make them useable in low level dungeons. It may seem that simple until you start comparing the potencies of high level abilities to similar low level ones. Ill break this down so it can be better understood, Ill use Cure and Cure II as examples:
Cure has a Potency of 450
Cure II has a Potency of 700
In a palace like Tam tara deepcroft. A sync'd level 70 white mages Cure easily restores +60% of low level tanks HP, note this is just from one Cure. If the 450 potency of Cure heals that much then 700 brought by cure II will be a flat out full hp heal; So for a sync'd level 70 white mage too use Cure II. Cure would need its potency lowered too a point that Cure itself becomes pointless to cast and waste of mana. As a AST currently one cast of Benefic in Tam tara does exactly what I described while Sync'd. This is why you dont get your full tool kit when sync'd, as there are higher level abilites that when dropped to lower levels make lower level abilites useless. The Unsync feature exists so High level players can run old content with their full tool kit; sync exists so high level players can help low level players. It does not exist so high level players can show off their abilities like a fashion show!!
If you want to show off what you can do, goto limsa or Gridiana and spam your abilites that work outside of combat.
Last edited by NanaWiloh; 09-10-2018 at 04:12 PM.
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.
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.Then what would be the point? Why should I go through my entire level 70 BRD rotation (which things won’t live the 80 seconds it would require me to do that in a dungeon like Sastasha, Tam-Tara, or Copperbell Mines) when I could just spam Heavy Shot and do the same damage as my level 15/16/17 ARC co-DPS?
“Just have them do 0 damage or miss?”
?????
What would be the point if they did 0 damage or started missing? There would be absolutely none. I can’t even find the words to express the absurdity of this suggestion.
Inb4 “People want to practice their level 70 rotation”—there is plenty of level 70 content to practice this in. Why are they not queuing for that if they want to practice so badly?
Last edited by HyoMinPark; 09-10-2018 at 05:36 PM.
Sage | Astrologian | Dancer
마지막 날 널 찾아가면
마지막 밤 기억하길
Hyomin Park#0055
Sure, what could go wrong with a fresh lvl 15 Gladiator paired with a lvl70 DRG who spams 5-step comboes over and over and damage CDs every 30 seconds ?![]()
Last edited by Reynhart; 09-10-2018 at 06:34 PM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Last edited by Reynhart; 09-10-2018 at 10:30 PM. Reason: Fixed fo generalization.
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