With 5.0's announcement looming in the near future, and many hours of leveling roulettes under my belt, a new, very ugly problem is becoming increasingly apparent to me.
It's the game's progression. And how level syncs make old content a chore to play in comparison with modern content.
With the move into Stormblood, many classes underwent redesigns wherein lower-level skillsets were streamlined in order to make room for the new 60-70 skills. Many classes also obtained important traits or abilities that completely or near-completely define their current rotation or playstyle (MCH's heat management, DRK's Blood Gauge, etc.).
As a result, many classes now feel either incomplete or just extremely dumbed-down in comparison to what they're like at the level cap. There's little to manage, little to weave, little to press in general. And it makes getting anything below the highest level you can queue for an absolute snoozefest.
A good example of this is Samurai, who is skull-crushingly boring to play before you unlock your Kenki gauge at 52, and then only skull-bashingly boring to play until 62, when your Kenki generation is increased.
This also makes it a lot harder to practice your rotations and whatnot in a live environment. Since what you're doing at level 34 will probably not reflect what you're doing at 70. This issue will only get worse in 5.0 if we're just given another 4 skills and a new gimmick gauge to manage.
I imagine healers are less impacted by this as they don't really have much of an offensive rotation. Just plant a DoT and press your damage spell. But DPS and tanks feel it a lot more.
What I'd like to see is some kind of dynamic scaling based on how far down players in a group are synced (level-wise, NOT item-level-wise), while not removing our skills and traits.Something along these lines really. Maybe it'd just be a flat scaling percentage based on the level difference. Maybe it'd be something more intricate (like how the StoneSkySea dummies have differing levels of health depending on the specific class attacking them).
- Are the DPS a higher level than the dungeon? Now all the enemies have more health and the tank passively generates more enmity to compensate for the increased damage output of the DPS.
- Is the tank a higher level than the dungeon? Now the enemies hit slightly harder and have slightly more health to compensate for the tank's increased defensive and offensive capabilities.
- Does the healer outlevel the dungeon? Enemies hit harder and the tank generates slightly more emnity to compensate for the increased healing going out.
The short of it is that I'd just like for lower-level content to not make me feel like I've just undergone a lobotomy, so I'm not groaning every time the roulette places me in Satasha/ARR primals.
So, how do you feel about level syncing stripping your skills? Would you be in favour of retaining our learned skills in low-level content?
Or are you, as a DPS, fine with only pressing about 8 buttons in low level content?
Or are you, as a Tank, fine with lacking large chunks of your offensive kit in low level content?
Or are you, as a Healer, fine with lacking whatever-the-hell Healers lack in low-level content (AST's cards, maybe?)?