Quote Originally Posted by kikix12 View Post
Snip
I think we agree fundamentally, just differ in implementation.


This is exactly my point though. The game is abysmal at level 1-50. It didn't used to be so bad, but between loads of story that never seems to end (even if it was good when it came around, having to slog through all of it at one time and not have it spread out is mind numbing). And I think having more abilities early on, and more thinks to do besides auto attack and press 1-3 buttons would go a long way to fixing that.

I don't that I agree on this in this situation. I rarely pay any attention to the people I'm playing with unless I notice their DPS is very low or insanely high, and then I'm either checking to see what they're doing differently, or asking them/trying to help them, depending on the situation. Honestly, without a parser, most players don't even KNOW they're doing it wrong. I was a prime example back in 2.0 as a dragoon. I assume what I was doing was right, until someone told me that it was wrong. It was my first MMO and I failed to understand some of the tooltips, even though I read them. No amount of watching other people would have told me that what I was doing was not right.

Fair enough. I agree it has it's problems, but so does any solution. The devs have to work around, and try to make the beginning intriguing. I'm not sure what to do about level progress honestly. But if I had to choose between spamming Impulse Drive for 11 levels or not getting skills every few levels, I'm taking the former.

I don't think you need to make them "as challenging as a level 70 dungeon". Having the skills and scaling the potency to make you roughly as powerful as we already would be at that level, but having more abilities. You could even use to solve all the problem of level progression. Grant traits that increase skill potency as you level. As good as getting skills? No, but it's something. Not the perfect solution, but just spitballing. But why not scale up the experience based on your true level rather than the level you're synced to? They already do this with Leveling Roulette, giving a bigger bonus at the end for being a higher level to roughly compensate you for getting a lower level dungeon, but it would make getting lower dungeons less punishing. The biggest problem I foresee with this is that players would find the most efficient dungeon to run and spam that, reducing the value of having so many leveling dungeons.

Sure, I'm up for alterations to that suggestion. Basically, we need more to do in Sastasha than press 2 buttons. Many ways to solve that. Though I don't think having the full class set impacts dungeons too much except maybe tanks, since many of their major skills come from the class and not the job.

I mostly agree. I leveled everything to 50 in 2.x and it was way more fun that leveling now. But we are all just spitballing ideas. History has shown that SE isn't going to heed anything we say if they ever decide to fix it lol.

Sastasha and Tam-Tara can easily exceed the 20 minute mark, even if you aren't doing the extra rooms/mobs. Some of the others aren't as bad, but pre-30, many of the dungoens can easily break into the 25-30 minute time frame. Especially with new players. Stone Vigil is another one, but it is also much more fun because you have many more skills, including some AoE depending on Job. Later on it is pretty consistent on the 15-20 minute time frame.

To address your last sentence: Agreed, Agreed, and tentatively agree. I think they need to get creative with it, instead of making all skills be gated behind level. But as I said above: History has shown that SE isn't going to heed anything we say if they ever decide to fix it lol. So, /shrug