No, I'm just highlighting the flippant dismissal of things that would be of greater reward if the development team actually spent more time on them. By providing excellent customer service to their already paying customers. Also, explaining the multitudes of reasons why improving veterans QoL actually has a reverberating effect all throughout a game's populace by helping them showcase the dev teams own work to rookie players that wouldn't otherwise ever bare witness to it due to burnout is actually far more of a better time investment than implementing time sinks that no one really asked for, which has been the vast majority of "new" content that the development team seems to push ala Diadem, Eureka, Klhoe/Zhloe, etc. Which is also content that new players never get to see if they aren't enticed to do so from the beginning.
The OP's suggestion is far from a waste of development resources for the reasons already explained. On the contrary, working on things that people want is far more likely to create customer retention than the gamble of working on something that people never asked for but that the dev team gambled and thought the populace would love.
It's actually the smarter time investment.
I don't think enough people are asking for this to warrant it.The OP's suggestion is far from a waste of development resources for the reasons already explained. On the contrary, working on things that people want is far more likely to create customer retention than the gamble of working on something that people never asked for but that the dev team gambled and thought the populace would love.
EDIT: For the record, i'm not opposed to changing things so that a few more of the fun skills are able to be used early, it would make leveling classes like MCH much more fun for example. I just think that there's no point in re-balancing the lvl sync system.
Last edited by Zephera; 09-10-2018 at 04:18 AM.
They may need to do some solution anyways though. I can't see playing the game at level cap 80, and having four different tiers of abilities to use in various content. (50, 60, 70, 80). I think they may have to reset content in 5.0, make the starting content level 60 or 70 so we aren't playing four different iterations of our job.
Basically no one enjoys doing Sastasha because they have almost none of their abilities. Lowering your damage to match the dungeon in actuality leaves you still overpowered for the dungeon, as you have plenty of options available to you that the dungeon wasn't designed for you to have. This is not a bad thing. People worked hard to get to where they are, and they should find early content easier as a result of their efforts.
Wouldn't you enjoy being able to show off your various jumps as a dragoon to a fresh new player in the level 15 dungeon? You can even make it so any non-gcd abilities receive a harsh penalty in damage if it's synced down. This means those jumps will hit for less, but it's still more damage either way.
This is an astute observation on the current state of the level sync function and appropriately identifies incentives for both veteran and rookie players. Beautiful in its simplicity and effective in its delivery, just like OP's system were it implemented. Mitigates burnout and negates the cries of being overpowered as the faceroll content is already being slammed through (by intended design btw). From what I gather of this thread so far, the pros for implementing the system far outweigh the cons (which can be pretty much summed up as "devs resources would be better spent".) when in all actuality this game may very well have already seen it's golden years judging by the general tenor of the populace. With that being said, creating quality of life changes that both incentivize veterans and give rookies something to look forward to is not a bad thing at all considering the current state of the game.Basically no one enjoys doing Sastasha because they have almost none of their abilities. Lowering your damage to match the dungeon in actuality leaves you still overpowered for the dungeon, as you have plenty of options available to you that the dungeon wasn't designed for you to have. This is not a bad thing. People worked hard to get to where they are, and they should find early content easier as a result of their efforts.
Wouldn't you enjoy being able to show off your various jumps as a dragoon to a fresh new player in the level 15 dungeon? You can even make it so any non-gcd abilities receive a harsh penalty in damage if it's synced down. This means those jumps will hit for less, but it's still more damage either way.
Throwing development resources into balancing faceroll content for lower level players that they can either skip entirely already or will blow through in mere moments is folly from the outset and more a waste of development resources than implementing a system that will bring those very rookies back to old content when they become veterans.
in the begining of ARR, there was a matter.
The stats you had while being synced was with white NQ stuff of your level. so, low stats. They did solve this with HQ craft stats.
The matter to allow us to get all skills on synced content is that we would be too overpowered. it is right (else, we would use the same rotations that on low level :-°), really... but...
Why not giving low stats, and all skill avaible? If too much, just nerf a little more stat? should not be too hard to do this... ...
(was probably already said, i didnt want to read all, sorry to repeat so)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: [...]these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
I think the problem stems down to the fact there will be players who aren't synced down at all or not by many levels, while you would have others at the max level with everything at their disposal. I believe someone mentioned but a fresh lvl 20 tank for example might have a lot of trouble maintaining aggro while trying to compete with two high level dps busting out all their moves.
Probably the best way to testing it is going in to let's say a lvl 60 or 70 dungeon as a base class (like GLD, CNJ, THM etc) and having them compete with actual jobs (PLD, WHM, BLM etc) and see how they perform. Not having access to a full skillset can often cause a big imbalance and that's essentially how it could get for new players to do older content but matched with high level players with all their actions.
Balance is issues are my biggest concern, I mean imagine a low level tank in Sat trying to hold aggro against a snyc level 70 blm who has all their abilities. Would not even be a question can the Blm pull aggro off they tank cause they would. You will have a problem worse then WoW, we will have high level dps carrying low level tanks through places like Sat cause the tanks wont be able to hold aggro. In turn the tanks dont learn anything about tanking which is already a problem in and of itself..If you dont like sync'ing, then run the dungeon unsync'd and go ham. If you choose to run with low levels then you choose to snyc.I think the problem stems down to the fact there will be players who aren't synced down at all or not by many levels, while you would have others at the max level with everything at their disposal. I believe someone mentioned but a fresh lvl 20 tank for example might have a lot of trouble maintaining aggro while trying to compete with two high level dps busting out all their moves.
Probably the best way to testing it is going in to let's say a lvl 60 or 70 dungeon as a base class (like GLD, CNJ, THM etc) and having them compete with actual jobs (PLD, WHM, BLM etc) and see how they perform. Not having access to a full skillset can often cause a big imbalance and that's essentially how it could get for new players to do older content but matched with high level players with all their actions.
Last edited by NanaWiloh; 09-10-2018 at 07:49 AM.
Easy fix. Up the enmity on the at level tank, lower the enmity on the overleveled BLM. Also, most of the people here are asking for just the abilities to maintain, they don't necessarily have to be more or less effective, but I don't think anyone will really mind if they error on the side of making the overleveled BLM overpowered (as this is already, and has always been, the case.)
Hell, you could make it a DPS loss if you were to use the full rotation and I still don't think people would care. It's mainly to further refine the muscle memory at end game, showcase the abilities for the rookies, and get them through the story so they have a visual, present, first hand account of how the job looks and performs at the higher levels. I mean, we already have PotD and HoH that pretty much already operate on this mentality just in the opposite direction. It overpowers those who haven't put the time into their characters and teases them by showcasing the abilities by giving them a "hands on" experience with the jobs at higher levels. The OP's proposal just puts that in the hands of the veteran populace and further exposes the upper echelon abilities of endgame to rookie players.
It's really a win, win, win, win situation. The only legit complaints that would arise from implementing OP's system would be veteran players wanting to further faceroll the content even more by practically negating the entire level sync system as a whole, which, will probably happen eventually as the game enters end of life. See XI.
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