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  1. #1
    Player
    tdb's Avatar
    Join Date
    Jun 2017
    Posts
    859
    Character
    Mikayla Rainstone
    World
    Lich
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Lumadurin View Post
    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.
    • 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.
    This may run into problems if player levels are wildly different. In particular, anything that increases enemy damage while keeping player health the same reduces the margin of error in dealing with mechanics. Higher healing output or tank health doesn't help if the DPS gets one-shot by a mechanic that should have been survivable.

    I'm not bothered by losing more powerful versions of skills or minor mechanics, but lacking distinctive skills or major mechanics is annoying. For example WHM's Cure II is just better Cure, and Cure III is basically a hybrid between Cure and Medica. But having no instant heals before Lv50 and having to rely solely on Lucid Dreaming for MP management until Lv52 sucks. The lily mechanic is weak enough to be basically superfluous.
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  2. #2
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by tdb View Post
    This may run into problems if player levels are wildly different. In particular, anything that increases enemy damage while keeping player health the same reduces the margin of error in dealing with mechanics. Higher healing output or tank health doesn't help if the DPS gets one-shot by a mechanic that should have been survivable.

    I'm not bothered by losing more powerful versions of skills or minor mechanics, but lacking distinctive skills or major mechanics is annoying. For example WHM's Cure II is just better Cure, and Cure III is basically a hybrid between Cure and Medica. But having no instant heals before Lv50 and having to rely solely on Lucid Dreaming for MP management until Lv52 sucks. The lily mechanic is weak enough to be basically superfluous.
    Cure II is also flat out more expensive than Cure, and the latter gives a free use of the former. So not the best example.
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  3. #3
    Player
    tdb's Avatar
    Join Date
    Jun 2017
    Posts
    859
    Character
    Mikayla Rainstone
    World
    Lich
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Ekimmak View Post
    Cure II is also flat out more expensive than Cure, and the latter gives a free use of the former. So not the best example.
    Yes, and that's why it's not simply replaced when you unlock the better version like the Stone spells are. Still, they're both single-target heals with a cast time and they get used in similar situations.
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