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  1. #1
    Player
    Freyt's Avatar
    Join Date
    Aug 2013
    Location
    The Goblet 1-42
    Posts
    633
    Character
    Rabbit Ackerman
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by NanaWiloh View Post
    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.
    Premise is flawed. With this argument, no one would use Cure even unsynced. Regardless, as Cure easily restores +60% of low level tanks HP, they'll function nearly the same no matter how they're used. The White Mage will wait until the tank is low and use their Cure I or Cure II to make sure they don't die, and then resume DPS'ing (or not). All that changes is how far they let their tank drop, and heaven forbid they let their tank drop even lower than usual and end up letting their tank die on accident. In the end you get increased performance, which isn't a bad thing, which is another flaw in your premise, that things going faster and smoother is somehow a bad thing.

    To begin with, Cure II isn't exactly an ability people are clamoring to use in early dungeons. They're talking about things like Draw, Jump, Blood Weapon, Deliverance, and other abilities that drastically change how you play the job if you have those abilities available or not.

    In your eyes it may be showing off, but in other people's eyes it's refusing to put the training wheels back on when you can ride the bike just as well as anybody else.
    (2)

  2. #2
    Player
    NanaWiloh's Avatar
    Join Date
    Aug 2015
    Posts
    2,439
    Character
    Nana Wiloh
    World
    Lamia
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Freyt View Post
    Premise is flawed. With this argument, no one would use Cure even unsynced. Regardless, as Cure easily restores +60% of low level tanks HP, they'll function nearly the same no matter how they're used. The White Mage will wait until the tank is low and use their Cure I or Cure II to make sure they don't die, and then resume DPS'ing (or not). All that changes is how far they let their tank drop, and heaven forbid they let their tank drop even lower than usual and end up letting their tank die on accident. In the end you get increased performance, which isn't a bad thing, which is another flaw in your premise, that things going faster and smoother is somehow a bad thing.

    To begin with, Cure II isn't exactly an ability people are clamoring to use in early dungeons. They're talking about things like Draw, Jump, Blood Weapon, Deliverance, and other abilities that drastically change how you play the job if you have those abilities available or not.

    In your eyes it may be showing off, but in other people's eyes it's refusing to put the training wheels back on when you can ride the bike just as well as anybody else.
    Here is the solution too everyones problem Snyc= Training wheels Unsync= No trainging wheels. Choosing to Sync to help low levels then crying cause you lose abilities makes you a Hypocrite. You have all you need to help low levels when Sync'd; Your gear is better then anything they can get, the abilities given to you out perform theirs. If you need more then that too help them get through the dungeon, then its time to consider Usync'd runs or just not running low level dungeons at all. I have ran enough low level dungeons to see it all. Sync'd tanks taking damage like their being hit with feathers, Sync'd Dps melting mobs, as a healer I find can mess with my inventory in between heals cause I do as you mention let tanks hp drop. I also dps and watch my aggro so I dont pull off the low level tank.
    (4)
    Last edited by NanaWiloh; 09-11-2018 at 06:04 PM.

  3. #3
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Freyt View Post
    In the end you get increased performance, which isn't a bad thing, which is another flaw in your premise, that things going faster and smoother is somehow a bad thing.
    Fast and smooth is great in optional end game content you're trying to farm with your friends. In a leveling experience, things going too fast and too smooth absolutely is a bad thing.

    Humans don't learn well from simply observing once they're past 4 or 5 years of age, especially when they're not really certain what they're observing. We learn well from doing and from making mistakes.

    If things are dying before the player has a chance to get off more than their opening attack, they're not learning how to use the rest of their toolkit. Watching someone slaughter things as a Dragoon doesn't do anything to teach them how to play Thaumaturge (or Black Mage if they're past level 30).

    They won't learn game mechanics if bosses are dying or getting pushed into phase transitions before those mechanics can occur. Assuming that those mechanics even exist in leveling content, of course. It's absolutely hysterical watching guides for SB dungeons saying "you should know this mechanic by now" when that mechanic didn't exist in leveling content. It had only existed in optional end game raids or EX trials that not everyone player does (and which a new player almost certainly hasn't done).

    Fast and smooth also makes for a boring experience. You don't care, you were only there for your tomestones and you want to get out as fast as possible. What about the player who's trying to decide if they like the game? How are they going to gain interest in a game where everything dies without thought so they never feel challenged?

    What are they going to do when they finally catch up to other players, the content suddenly gets hard and they don't have a clue what they're doing so other players start hating on them?

    Just maybe it's better for that leveling experience not to be so fast and so smooth so players can actually learn something and they're better prepared for the more difficult content that's ahead of them.
    (5)

  4. #4
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Jojoya View Post
    They won't learn game mechanics if bosses are dying or getting pushed into phase transitions before those mechanics can occur. Assuming that those mechanics even exist in leveling content, of course. It's absolutely hysterical watching guides for SB dungeons saying "you should know this mechanic by now" when that mechanic didn't exist in leveling content. It had only existed in optional end game raids or EX trials that not everyone player does (and which a new player almost certainly hasn't done).
    How many years have we had that standard stack marker and yet there people were in Lighthouse last night killing everyone because only 3 or 4 people would stack.

    Basically, see my signature.
    (2)
    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]

  5. #5
    Player
    Freyt's Avatar
    Join Date
    Aug 2013
    Location
    The Goblet 1-42
    Posts
    633
    Character
    Rabbit Ackerman
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Jojoya View Post
    We learn well from doing and from making mistakes.
    I can tell you that in the current patch, I negate the majority of mistakes that people make on my own even without all of my abilities.

    People might not learn the first time around, but they'll enjoy it enough to do it the second time around or maybe even a third or fourth, and they'll learn then. And then maybe we won't need such brain dead easy content in the form of any dungeon or alliance raid just to tide over players that otherwise won't play because they don't enjoy failing.

    The best you can do to improve the skill level of the general player is to make failing enjoyable, and winning even more enjoyable than that.
    (1)