Read their post again. They're not saying that they are like that, but those in the thread who want the devs to allow a full 70 skill set so they can show off are like that.
I fixed my comment since it was not specifically directed at Deceptus.
But like NanaWiloh said, the roulette is meant to reward one for helping low levels, not showing off. If one want to brag, it's easy to make a video showing the rotation and the DPS number on a dummy.
Syncing on paper is a good idea, but I agree that it actually takes away a lot from the game. It didn't even take very long for it to become an annoyance. I think the first time I encountered it was during a FATE which synced me to a point where I couldn't use a few of my updated skills and had to change them back to their base forms. That particular issue was eventually fixed by lumping all the leveled skills into one skill, but the problem with sync in dungeons is that it's usually just boring.
I'd much rather have my full rotation and do level 15 or whatever damage with it. Some have pointed out that it's more work for the same result, but that is totally fine with me because the alternative is just to be put to sleep or not to play at all. If the potency rebalancing was done, it could be an option related to doing synced down content. You either select to have your potency reduced, or you choose traditional level sync.
Another alternative might be to update all past dungeons to the current level cap, but this wouldn't incentivize running content with newer players and may leave earlier content unpopulated. I know that I wouldn't go into most sub 60 dungeons if they had level 70 versions.
I touched on this matter in a previous post, potency nerfing will not work.Syncing on paper is a good idea, but I agree that it actually takes away a lot from the game. It didn't even take very long for it to become an annoyance. I think the first time I encountered it was during a FATE which synced me to a point where I couldn't use a few of my updated skills and had to change them back to their base forms. That particular issue was eventually fixed by lumping all the leveled skills into one skill, but the problem with sync in dungeons is that it's usually just boring.
I'd much rather have my full rotation and do level 15 or whatever damage with it. Some have pointed out that it's more work for the same result, but that is totally fine with me because the alternative is just to be put to sleep or not to play at all. If the potency rebalancing was done, it could be an option related to doing synced down content. You either select to have your potency reduced, or you choose traditional level sync.
Another alternative might be to update all past dungeons to the current level cap, but this wouldn't incentivize running content with newer players and may leave earlier content unpopulated. I know that I wouldn't go into most sub 60 dungeons if they had level 70 versions.
SWTOR does level sync without taking away all your abilities, works fine there. Just saying...
GW2 is another, and it's quite nice.
I'm personally a bit mixed on the matter. In XIV, I do rather dislike losing a good chunk of my skills when I go into lower dungeons. Also, I tend to run a lot of roulettes, and I feel like I'd be more confident on my alt jobs if I could actually practice full rotations regardless of the current dungeon level that I'm in. If I could bring my new level 70 into something lower to practice rotations, where it's not as vital, that would be sweet.
Outside of dungeons, it is nice just being able to stomp on most mobs. I generally only venture out if I have to farm up an item, I don't think I'd want to have to start dealing with strong aggro in the open world. I can appreciate though that the combat scaling would be nice for those who do a lot of FATEs.
This is fine. These skills do essentially the same thing, there is no real issue here. It actually almost the same as the current level sync which would just outright disable Cure II, it's just a soft disable (of Cure I) through stats.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.
The more problematic skills are non potency related, like Benediction, or Sentinel. These can just have their percentages capped, like say Bene is now 25% HP and all tank CD's below level 20 are limited to 10% reduction. Coding wise I imagine that it would be similar to level abilities like Stone I-IV.
GW2 works insofar as it doesn't let you just clear the whole map. A synced down level 80 is still outperforming a player at level 20 even when both get synced down to level 18 for the area they are in. The additional skills, traits and equipment upgrades make a world of difference.
The seas continue to rise while the lesser moon continues to fall, and ilm by ilm, the world becomes ever more unlike itself, without the illumination of knowledge, we but vainly flail as specters in the dark.
I apologize, this is probably on my fuzzy brain this morning, but I'm not following the bolded part up above. But yeah, the gear/learned traits/advanced jobs do make a difference. I imagine that would be the case for XIV as well, but if* tuned correctly, I don't personally see that being a huge concern.GW2 works insofar as it doesn't let you just clear the whole map. A synced down level 80 is still outperforming a player at level 20 even when both get synced down to level 18 for the area they are in. The additional skills, traits and equipment upgrades make a world of difference.
*I realize this is a big "if". I don't have much trust in SE to fine-tune things properly. :X
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