Just because gear is already a balance issue, that means we should create more balance issues with abilities? Get out of here.First, there is no balance in the current system. The current system is not fair or even. My 366 item level puts me way above that level 30 sprout that has a 22 item level. So we wouldn't be missing anything because it's already not balanced. I've been in a dungeon with sprouts and level synced and I was able to solo trash mobs 1 on 1. Useful when pulling a mob off the healer because the sprout tank couldn't hold agro.
Making the divide between sprouts and synced players even worse is an awful idea.
You're wrong because the very argument about balance was used as a defense for the level sync system. Thus, it is the core of this discussion.
I feel you are exaggerating here. I fail to see how it would make things infinitely worse. I'm fairly certain that I have a good grasp on what the word infinite means and I don't see how it applies to changing the dungeon level-matching system. Could you please elaborate on what you mean by "infinitely worse"?
Fine, yes. I'm exaggerating. Way to ignore my point, though, which means you already know this is a bad idea.I feel you are exaggerating here. I fail to see how it would make things infinitely worse. I'm fairly certain that I have a good grasp on what the word infinite means and I don't see how it applies to changing the dungeon level-matching system. Could you please elaborate on what you mean by "infinitely worse"?
I could design a system that would not be "infinitely worse." And if I can do it, I know the Devs could as well. This is a multi-billion dollar corporation. Do you maintain that they cannot afford to hire talented people?
Hey, go make your own video game if you're better than SE. Let us know when it's out.
SE has been losing money this year, so, no, they cannot afford to hire new talented people.
And, while you might be able to design a system that would not be worse, I seriously doubt you know enough about the current code base to determine whether it could be reasonably implemented.
The problem I have with arm-chair coders is that they sometimes appear to have no clue about the limitations of pre-existing code, especially when it comes to an MMO with at least 6 years of pre-existing code.
Being able to sync down your level is fine and honestly very nice. The issue is mostly the loss of your skills. With the battle revamp of Stormblood and consequentially the next revamp by Shadowbringers SE should honestly consider not locking away skills when getting sync'd down anymore. Given they already said they don't care much about job balancement outside of level cap anymroe.
As long as a redmage can run around dualcasting end game potency crap in tam tara normal, synced down, then there's really no reason to keep everyone else's toolkits locked down for "balance." I'm sure the next new classes will be even worse.
As an additional reason to stop locking down toolkits on sync, stormblood killed a lot of skills from the 50- rotations and made them kinda mind numbing...especially for summoners and the like. Seeing a full toolkit might help newer players figure out what they really want to do and/or stick with it to get those awesome godly skills.
If they wanted more balance, they'd do better to lower the stat caps when synching, instead of removing your entire damned skillset so everyone just keeps mashing 1 all day long. >3>
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