



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]


I see a possible solution for what the OP wants but it would require this to become a thing.
1. Players who are just leveling and getting through story would no longer need higher level players to get through the story to their own high level.
Introduce a veteran mode to instanced content.
What is veteran mode?
Veteran mode is having every dungeon, raid, and rewards synched up to whatever the current game max level is.
- A. Max level job gets to use their entire kit.
- B. Enemy strength and rewards are scaled to the max level job.
- C. Content could feel more engaging and stay relevant to a player who has progresses further.
The downside:
The duty finder would become a dead wasteland for players just trying to get through their own story and reach max level for the first time on a job. The new player would receive less mentoring or less angst from players expecting the newer player to get good fast. The community of noobs and veterans would be even more segregated than it is now.
If veteran mode was introduced, that trust and squadron system better be very good and be usuable throughout the entire MSQ for leveling players. Veteran mode would still not become as engaging as something designed at a higher level because the mechanics get larger in quantity the higher level you get. But at least things would hit harder and the people like the OP would get to use their entire kit.
If segregation is not a huge thing to playerbase and this happened.
Why stop there?
Just make veteran zones too.
Everything in a zone is upscaled to a max player.
Two zone types for each zone.
- Standard: The normal zones we have now.
- Veteran: The zones scale up to max level.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB



Whoa there. I was more just simply thinking about the fact that we’d start seeing (rare) moments of people with new interesting tales to tell in the “Tales From the Duty Finder” thread, with posts leading with “So... I just got kicked from the Main Scenario dungeon for not being a level 70 tank. Nevermind the fact that I need to do this dungeon to progress.” ... among other similar posts. (Oh, I can already envision the “lol” moments that would pop up in Party Finder) No where in there did I even remotely consider actually depressed people. (Which could be the case for some players that I’ve met, for all I know)
Regardless, I’ve already dropped my opinion on the matter of this topic. I don’t have anything else to add. Carry on gentlemen and women.
It's difficult to agree with anything going on. It's annoying you can't use your "full kit" when synced down, okay I get that, but even now leveling tanks have a difficult time with synced players. These are newer players trying to get through the content while learning their role. Gear means a lot to a leveling tank; the best available weapon for maximum enmity and best gear so they aren't thrashed around.
I know this is anecdotal but, I leveled WHM on an alt during Heavensward; at level 15 I put on the Acolyte's Set, and from 15 to 49 I would only upgrade my weapon. Through this journey I healed all manner of tanks new to the game. I even managed to see tanks that wore the Cavalry Set (or worse) up through Stone Vigil and Dzemael Darkhold. As many of you should know, those mobs absolutely tear through poorly geared tanks, and even the boss attacks can deal a great amount of damage. More to the point though - even the well geared tanks would have trouble holding enmity with some synced players that were participating full on (read: not rolling their face across their keyboard). For the tanks that didn't have the best gear, it was an utter nightmare for them, obviously, but it can be a nightmare without synced players too.
It's not fun watching a leveling tank have to fight for enmity. It appears even worse in the leveling roulette during Stormblood.




Last edited by Deceptus; 12-04-2018 at 05:34 AM.



Just because your first thread didn't go off that well doesn't mean you need to make another one.
The solution isnt to make all abilities available when synced, that'd just amplify the problems for newbies.
They need to redistribute abilities so that they're unlocked earlier. AST shouldnt have to wait til 54 for an AoE, etc.
I dunno - I for one enjoy the challenge of doing my job with parts of my kit disabled.
It also serves to remind me what skills are available to new players. Kinda pointless to offer advice when you forget certain abilities are just not available at certain levels.
It's already stupid we aren't item-capped for most of this content - why make it worse?
Why not create a "Veteran's Roulette" that's only for max level players? While it would still leave the problem of dungeon balance, it at least solves the problem of being queued with players who don't have those skills unlocked yet.
I feel like people give up way too easily on an idea just because they can easily pick out a couple of flaws in it.
Last edited by Thatusernameistaken; 12-04-2018 at 04:23 AM.
I think some of the point of some of the roulettes is to help newer players or players queueing for dead/required story content and giving a reward to incentivize lowering their queue times. Splitting the player base with new queues is counterproductive to that IMO. It would be bad on an expansion launch, too with new jobs being added. Since people with veteran ticked won't get matched with people leveling new jobs or leveling to the new cap which would be quite a bit of people using the roulette.Why not create a "Veteran's Roulette" that's only for max level players? While it would still leave the problem of dungeon balance, it at least solves the problem of being queued with players who don't have those skills unlocked yet.
I feel like people give up way too easily on an idea just because they can easily pick out a couple of flaws in it.
They even ilvl sync current max level dungeons at some point to preserve some kind of difficulty. I dunno, I get that spamming 2-3 buttons is boring, but I don't think people (ok some people might) want the dungeons to end up where you start killing things in 3 hits like WoW leveling dungeons at their worst balance wise where heirloom players killed mobs in 3 hits and the 4 other people just followed them with nothing to do.
And nah, they aren't going to go back and keep re-balancing things for when they add new abilities on each expansion launch. It's unfortunately less work for them to just keep the balance from years ago, and increase enmity modifiers on tank skills when their buffs to all the low level abilities start to affect low level content. They've done that a few times already.
Could they pull it off? Sure. Are they gonna do it? Probably not.
I mean they are dragging feet dealing with the MSQ quest issue I doubt they are even going to care about this. See their solution to MSQ roulette: they could have rebalanced it or reworked it, but they didn't and it's pretty much faceroll tier.
Last edited by Vaer; 12-04-2018 at 04:54 AM.
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