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  1. #1
    Player
    IchiExorz's Avatar
    Join Date
    Jun 2017
    Posts
    150
    Character
    Ichi Exorz
    World
    Odin
    Main Class
    Red Mage Lv 90

    Low lvl dungeons on high lvl character. (scaling)

    I like the replayability of the older/lower lvl dungeons in FF XIV.
    However, one thing that bothers me is how when scaled down we lose all of our skills we learnt past the lvl we get scaled down to.

    It's not fun playing with half a class or very few skills or an incomplete rotation.
    I understand it's done to not make dungeons too easy.
    Wouldn't it be possible to scale down stats lower but we keep our full rotation at our actual lvl?

    It would make doing lower lvl dungeons a lot more fun.
    (1)

  2. #2
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    2,192
    Character
    Leon Reddas
    World
    Masamune
    Main Class
    Scholar Lv 77
    It wouldn't make it fun for new players. I mean you as a higher level would have access to a bigger pool of skills, but the new sprout running for the first time only has a couple of actions. So while you're power playing through all your rotations with all the double weaving, the sprout is just left to do barely anything with minor contribution at all, suddenly it's not so fun for them. Of course some argue it's a good chance to show new players all the cool actions, but considering how quick it is to level up these days, they really don't have to wait long to see them anyway.

    I'm not against scaling, but I also don't think it can be done successfully where it's actually fun for everyone in the party.
    (0)

  3. #3
    Player
    IchiExorz's Avatar
    Join Date
    Jun 2017
    Posts
    150
    Character
    Ichi Exorz
    World
    Odin
    Main Class
    Red Mage Lv 90
    I mean, that's why the scaling should be adjusted so the new players do about the same damage than the higher lvled ones (i can imagine adjusting the scaling like that isn't easy though.)

    And yeah if I as a new player would see someone else do fancy flashy stuff i would be more excited to lvl up faster. Sure it doesn't take "that" long but it's still an incentive to keep going.
    (0)

  4. #4
    Player
    Moomba33's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    985
    Character
    Eva Gamirdren
    World
    Ultros
    Main Class
    Archer Lv 100
    I'm not sure how they'd scale it.
    Imagine a newbie tank with only the first two steps of their gcd aggro combo trying to hold against a dps with a dozen off-gcd attacks.

    Edit: I've been hoping that in 5.0 they'll shift around the levels abilities are learned so jobs will feel more complete at lower levels.
    (0)
    Last edited by Moomba33; 11-18-2018 at 02:44 PM.

  5. #5
    Player FFgame's Avatar
    Join Date
    Dec 2017
    Posts
    114
    Character
    Mordavia Planeswalker
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    If you do your 70 rotation you shouldn't exceed X damage which is the same as is roughly expected from the the damage your class would do optimally at the level dungeon is at.
    I'd still rather they bring the dungeons "up" and rebalance them to max level, add some attacks to bosses and trash nothing fancy. At very least they should have done that to expansion 5 leveling dungeons.
    (1)
    Last edited by FFgame; 11-18-2018 at 09:54 PM.

  6. #6
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by IchiExorz View Post
    I mean, that's why the scaling should be adjusted so the new players do about the same damage than the higher lvled ones (i can imagine adjusting the scaling like that isn't easy though.)

    And yeah if I as a new player would see someone else do fancy flashy stuff i would be more excited to lvl up faster. Sure it doesn't take "that" long but it's still an incentive to keep going.
    Okay. So, if I do my level 70 DRG rotation perfectly, I'll do the same DPS as the not-synced guy spamming Impulse Drive.

    That's not exactly a fair system. :P
    (3)

  7. #7
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    I enjoy playing with Lv 50, 60, and 70 skillsets. And even partials. But frankly, allowing all abilities to be used would break old content horribly. They can't redesign the bosses to function with the new abilities, so it would basically turn MinIL and Sync into Unsync difficulty just out of sheer brute forcing through abilities. Having that many tools at your disposal in a fight designed for only Lv50 skills makes the fight ridiculously easy. I mean, if they want to add it as an option, I'm not against it. But it should by no means be the only way to fight old content. I still want to be able to fight thingd at MinIL with the (mostly) original skillset.
    (1)

  8. #8
    Player
    Terkhev's Avatar
    Join Date
    Jun 2017
    Posts
    146
    Character
    Shiro Terkhev
    World
    Odin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by dragonseth07 View Post
    Okay. So, if I do my level 70 DRG rotation perfectly, I'll do the same DPS as the not-synced guy spamming Impulse Drive.

    That's not exactly a fair system. :P
    Tbh it's not like any rotation is much harder than that. But at least you wouldn't end up being NIN with Huton but not Armor Crush or DRG trying to keep up BotD with Fang and Claw without Wheeling Thrust.

    Quote Originally Posted by NocturniaUzuki View Post
    I enjoy playing with Lv 50, 60, and 70 skillsets. And even partials. But frankly, allowing all abilities to be used would break old content horribly. They can't redesign the bosses to function with the new abilities, so it would basically turn MinIL and Sync into Unsync difficulty just out of sheer brute forcing through abilities. Having that many tools at your disposal in a fight designed for only Lv50 skills makes the fight ridiculously easy. I mean, if they want to add it as an option, I'm not against it. But it should by no means be the only way to fight old content. I still want to be able to fight thingd at MinIL with the (mostly) original skillset.
    The problem is that skill balance sometimes breaks old max level rotations, making it hard to enjoy them.
    And what do you mean by "break old content"? If there was a system adjusting potencies based on your currently available abilities (not necessarily max level) so using your optimal rotation results in same DPS as optimal rotation of unsynced player, then nothing would change. No ability would let you somehow break boss mechanics and the "worst" you could do would be having a bit more mobility with some skills.


    Personally I'd love such change. I'd even go do leveling dungeons every now and then for fun. Right now it's just such a pain that I even stopped farming clusters on tank.
    (0)
    With great deeps comes great enmity.

  9. #9
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Terkhev View Post
    Tbh it's not like any rotation is much harder than that. But at least you wouldn't end up being NIN with Huton but not Armor Crush or DRG trying to keep up BotD with Fang and Claw without Wheeling Thrust.


    The problem is that skill balance sometimes breaks old max level rotations, making it hard to enjoy them.
    And what do you mean by "break old content"? If there was a system adjusting potencies based on your currently available abilities (not necessarily max level) so using your optimal rotation results in same DPS as optimal rotation of unsynced player, then nothing would change. No ability would let you somehow break boss mechanics and the "worst" you could do would be having a bit more mobility with some skills.


    Personally I'd love such change. I'd even go do leveling dungeons every now and then for fun. Right now it's just such a pain that I even stopped farming clusters on tank.
    From a healer/tank perspective, it's incredibly broken, even if they introduced a special way of scaling potencies. Having something like Earthly Star on Lv50 content, even at massively reduced potency is still broken. That tool should not be available. With DPS, it's not such an issue if they just mess with potencies so the overall damage output is the same. But because healing or defensive abilities provide direct rotational advantages simply by being available, rather than by HPS/DPS numbers, the system falls apart.

    Regarding NIN without Armor Crush...

    How do you think NIN originally played at Lv. 50? Spoiler alert: it didn't have Armor Crush. The rotation changes to account for that. Is it inconvenient compared to Lv. 70? Sure, maybe. But it's not *bad* per say. If it was, you would be admitting that NIN was a "bad" job to play when it was released. And I'm sure lots of NIN mains from back then disagree. They may agree that it's more streamlined now. But they clearly still liked the class back then or they wouldn't have played it.

    The odd thing about FFXIV is how with every expansion, they add new skills then lock the old rotations. That in itself is not necessarily an issue. It's actually quite interesting - if also a bit of work to learn to play the one's class three different ways (or more if you count leveling dungeons). The problem is more that they ended up affecting this preservation of the past with job changes in later patches. People argue that this breaks the dungeons as well. It certainly makes minor differences, but it doesn't make anything impossible. Meanwhile, allowing Lv70 tank/healer skills at 50/60 would completely break the fight.
    (1)

  10. #10
    Player
    Terkhev's Avatar
    Join Date
    Jun 2017
    Posts
    146
    Character
    Shiro Terkhev
    World
    Odin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by NocturniaUzuki View Post
    From a healer/tank perspective, it's incredibly broken, even if they introduced a special way of scaling potencies. Having something like Earthly Star on Lv50 content, even at massively reduced potency is still broken. That tool should not be available. With DPS, it's not such an issue if they just mess with potencies so the overall damage output is the same. But because healing or defensive abilities provide direct rotational advantages simply by being available, rather than by HPS/DPS numbers, the system falls apart.
    While it's a good point, I have to disagree. There are no real heal checks or 1HKO tankbusters in dungeons. Having more tools on tanks and healers would simply translate to less GCD heals, which ends up being a bit more DPS.
    Actually, tanks are the best example of why current system is flawed. In lvl 50 alliance raids 2 of 3 can't even do proper OT DPS rotation without gaining bonus enmity.

    About NIN: I haven't played it in ARR and tbh I don't regret it. Being "bad" and "inconvenient" are different things ofc. But I'd argue which is worse - I'd rather play badly balanced class than one that's annoying (my opinion) to play.

    The thing about dungeon balance is that, there is none. Outside of undergeared players, everyone can pull wall-to-wall 50/60 dungeons and most bosses can be brute forced anyway. Even if giving players all those skills made dungeons easier, I believe the fun gained from having more abilities would still outweigh any loss from potentially trivialised mechanics.
    (0)
    Last edited by Terkhev; 12-04-2018 at 01:35 AM.
    With great deeps comes great enmity.

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