you know that you can do dungeons unsynced. se should just make dunegons unsynced by defaultThe problem with this is that pre SB content was not designed with SB abilities in mind, so it only makes sense to take those abilities away when you are synced to lower level instances. Otherwise the dev team would have to go back and redesign old content to accommodate those abilities. No way that's happening. You can use and practice your 70 rotation to your heart's desire in lv70 content.



 
			
			
				I like the idea of having access to my entire kit at reduced output based on the level I’m synched down to. However, I’m pretty certain as to why the developers limit us from having our full kits at lower levels... that being other players. Specifically the ones who are at the recommended/required level for the dungeon and thus not having full access of their job’s toolkit yet. I mean, think about it for a moment. Would it really be fair to one PLD having only access to a level 50 toolkit while the other PLD is running around with their full level 70 toolkit despite being synched down to 50 in an 8 man duty run?
Again, I’d personally love it if I had full toolkit access at all times no matter the duty/FATE. But I’m certain the developers aren’t going to budge on this one. I’ll be pleasantly surprised if they do.

 
			
			
				I've seen this argument before... You are implying that seeing someone who is a higher level would cause depression in new players. Depression that they are forced to start play at level 1 when there are older players who are level 70...? I don't feel that this is a problem in this or in any other MMO that I've played. I just don't see it. If there is depression of this, then I would recommend that the player see a therapist because it would mean that there are way bigger problems in that player's life. I don't say this to sound cruel or trolling as I know depression is a very serious issue. I recommended help because I know how serious such things can be.I like the idea of having access to my entire kit at reduced output based on the level I’m synched down to. However, I’m pretty certain as to why the developers limit us from having our full kits at lower levels... that being other players. Specifically the ones who are at the recommended/required level for the dungeon and thus not having full access of their job’s toolkit yet. I mean, think about it for a moment. Would it really be fair to one PLD having only access to a level 50 toolkit while the other PLD is running around with their full level 70 toolkit despite being synched down to 50 in an 8 man duty run?
Again, I’d personally love it if I had full toolkit access at all times no matter the duty/FATE. But I’m certain the developers aren’t going to budge on this one. I’ll be pleasantly surprised if they do.
You're being disgustingly ableist about it and throwing the words depression and therapy around way too easy over someone essentially disagreeing with you, especially since they didn't mention it at all. Chill.
And yes, these things can be pretty disheartening - to both sides. The new players who can't do what the higher level player can, which will only rub salt in the wounds of people who already resent the leveling process. And seriously, yeah, having one PLD with access to their entire kit and one PLD who doesn't because they're on-level, why does that make sense to anyone?
And then it's for the higher level players, too. Way I see it, that means higher level players will have - more engaging gameplay? But also basically have to work somewhat harder to reach the same damage output as the sprout who hits the one button. And no, they won't let you keep your kit with the same potencies if they implement this at all, that's out of the question.
I'd sooner hope they kept the leveling experience in mind when designing classes rather than just unlock max-level kits all around.

 
			
			
				I still don't believe this problem exists. I don't buy it. I don't think it's real at all. I don't think that any new player gets upset that an older player has better looking gear than they do or that they couldn't start the game with Fire IV at level 1.You're being disgustingly ableist about it and throwing the words depression and therapy around way too easy over someone essentially disagreeing with you, especially since they didn't mention it at all. Chill.
And yes, these things can be pretty disheartening - to both sides. The new players who can't do what the higher level player can, which will only rub salt in the wounds of people who already resent the leveling process. And seriously, yeah, having one PLD with access to their entire kit and one PLD who doesn't because they're on-level, why does that make sense to anyone?
And then it's for the higher level players, too. Way I see it, that means higher level players will have - more engaging gameplay? But also basically have to work somewhat harder to reach the same damage output as the sprout who hits the one button. And no, they won't let you keep your kit with the same potencies if they implement this at all, that's out of the question.
I don't believe you.




 
			
			
				You don't believe a RDM having access to their full kit would easily rip aggro from an on-level tank, because no matter how they try, their Aggro per second would be outclassed by the RDM's, given all the potency available to them, even if they scale down the potencies/stats?I still don't believe this problem exists. I don't buy it. I don't think it's real at all. I don't think that any new player gets upset that an older player has better looking gear than they do or that they couldn't start the game with Fire IV at level 1.
I don't believe you.
What do you think can deal more damage in a certain amount of time(assuming the stats between both stays the same): a lvl 18 RDM with only access to Jolt, Verthunder/Veraero, Scatter and the first hit of the melee combo or a lvl 18 RDM with access to the full melee combo, the AoE melee hit, Jolt II / Impact, both Fleche and Contre Sixte and Verholy/Verflare?
Oh, and there's no possible way to have Diversion/Lucid Dreaming up for every pull, unless you want a run to take 30+ minutes while the group waits for the synced lvl 70s to get back their aggro cooldowns.
You're correct. I wouldn't buy into an argument about being 'upset' either, until that level 70 with full kit starts complaining that a player isn't using X Ability, forgetting that they won't see that particular icon for another 50 levels.I still don't believe this problem exists. I don't buy it. I don't think it's real at all. I don't think that any new player gets upset that an older player has better looking gear than they do or that they couldn't start the game with Fire IV at level 1.
I don't believe you.
Keeping you to at-level skills means you don't start whining at the 'at level player' in the instance about skills they haven't yet attained.
And, of course, if you don't like it, you could stop queuing for duty roulette. There's a reason that tomes are awarded to higher level players for that slight inconvenience.




 
			
			
				Oh man, I just saw this from another person's quote. YES! Absolutely. I don't know about causing depression, but it can be depressing feeling so inadequate in a duty. This happens when the intent is to do a good job. So IOW, this is a player who actually gives a schite and is not some dime-a-dozen tank playing it for the quick queues.You are implying that seeing someone who is a higher level would cause depression in new players. Depression that they are forced to start play at level 1 when there are older players who are level 70...? I don't feel that this is a problem in this or in any other MMO that I've played. I just don't see it. If there is depression of this, then I would recommend that the player see a therapist because it would mean that there are way bigger problems in that player's life. I don't say this to sound cruel or trolling as I know depression is a very serious issue. I recommended help because I know how serious such things can be.
I mention tank specifically because they feel it the worst in dungeons. The spotlight is totally on them. A healer can get away with sub par gear so long as he/she keeps the party alive and cleansed. Their DPS is a contributor, not a factor. One over-geared DPS player can easily pull the weight of another subpar DPS player, so two of them with ok-ish gear will be just fine. A tank though, MUST have BiS in the leveling stages or they are going to have a lot of trouble.
Demoralizing budding tanks is likely what leads to them being so bitter and avoiding roulettes like the plague later on. This applies to healers and DPS as well. Any player not past the leveling stages, or at any given time should not be punished through feelings of inadequacy when they are putting the effort in. I understand the good intent behind your suggestion, but I feel it would only exacerbate this effect on the community.



 
			
			
				Dang it's this thread again. I thought we mostly agreed that most of your rotation would either have to do piddly or nothing and be interrupted a lot for any of this to work while the on level people could do just as much damage while getting away from pressing less buttons. What I mean by interrupted a lot is that the monsters would die too fast to get through some job's rotations. Yes for some people seeing what cool awesome skills they'll get in the future will urge them on, but I feel that they're in the minority. Also just because you tell a not synced/geared tank to not worry about it too much and you can get through a run fine doesn't mean it can't be disheartening to the ones who actually care. It can also end up spitting out tanks like some posters on here who think face pulling is ok at higher levels and then wonder why they get kicked later on.




 
			
			
				Not to mention if they let synced down people have even more of a DPS advantage, it would encourage people to kick new players in hopes that another synced down would join, to speed up the run.Dang it's this thread again. I thought we mostly agreed that most of your rotation would either have to do piddly or nothing and be interrupted a lot for any of this to work while the on level people could do just as much damage while getting away from pressing less buttons. What I mean by interrupted a lot is that the monsters would die too fast to get through some job's rotations. Yes for some people seeing what cool awesome skills they'll get in the future will urge them on, but I feel that they're in the minority. Also just because you tell a not synced/geared tank to not worry about it too much and you can get through a run fine doesn't mean it can't be disheartening to the ones who actually care. It can also end up spitting out tanks like some posters on here who think face pulling is ok at higher levels and then wonder why they get kicked later on.
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			 Originally Posted by Gemina
 Originally Posted by Gemina
					

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