sync should be reworked so that when it syncs your level down you do not loes abilitys they just get synced to that level.
sync should be reworked so that when it syncs your level down you do not loes abilitys they just get synced to that level.
I feel like it's much harder to balance around this. This is one reason the timewalking dungeons in WoW are so horribly balanced. They are either to hard to to easy.
I'm perfectly fine with how it is.
We've had this discussion a couple of times, there is no consensus.
You'll invariably annoy either the camp who wants to do their full rotation and do the same damage as the unsynced player who only has 3 skills or the camp who doesn't want to put in additional work for the same payoff.
we had to work to get those abilitys so ya we should gave that benfit over someone who isn't syncedWe've had this discussion a couple of times, there is no consensus.
You'll invariably annoy either the camp who wants to do their full rotation and do the same damage as the unsynced player who only has 3 skills or the camp who doesn't want to put in additional work for the same payoff.
Then Square Enix are gonna balance it that you have to do the full rotation for the same amount of damage as the one without all the abilities. You'd be working harder for near enough no gain. Which doesn't work. IMO it's far fairer to all players to do it. And no, people have mentioned plenty times before why the WoW system doesn't work. If I'm synced down, I prefer having the limited abilities. If I remember rightly, lore-wise you're doing an "Echo" recollection of it, which is why you get synced down. Unsynced was added as an option to allow people to do ex primal farms easier from previous expansions (though ironically it makes some of them a bit more of a problem due to insane damage differences and their insta-wipe %HP mechs). So I'm afraid I disagree with your statement, and thus if you want to use your abilities, either unsync the dungeon (if you're helping a friend or want something from the dungeon, current expansion dungeons notwithstanding as they can't be unsynced), or accept the loss in abilities. SE will just see unsynced as the compromise there and to be perfectly frank, I agree with their compromise.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.
no all they would have 2 is scale and sync potency for your abilitys your still be doing more with full rotation either that or unsync runs need to reward exp and items the sameThen Square Enix are gonna balance it that you have to do the full rotation for the same amount of damage as the one without all the abilities. You'd be working harder for near enough no gain. Which doesn't work. IMO it's far fairer to all players to do it. And no, people have mentioned plenty times before why the WoW system doesn't work. If I'm synced down, I prefer having the limited abilities. If I remember rightly, lore-wise you're doing an "Echo" recollection of it, which is why you get synced down. Unsynced was added as an option to allow people to do ex primal farms easier from previous expansions (though ironically it makes some of them a bit more of a problem due to insane damage differences and their insta-wipe %HP mechs). So I'm afraid I disagree with your statement, and thus if you want to use your abilities, either unsync the dungeon (if you're helping a friend or want something from the dungeon, current expansion dungeons notwithstanding as they can't be unsynced), or accept the loss in abilities. SE will just see unsynced as the compromise there and to be perfectly frank, I agree with their compromise.
It seems you don't recall how quickly things can die in low lvl instances. A lot of things die before you could do a full high lvl rotation.
Also some abilities would trivialise content. They're designed with a specific availability of abilities in mind. Some stuff would be simply op in low lvl content. That wouldn't make it more interesting. It's boring when things are too easy.
On one hand it feels really awful to do stuff like A12s/A8s synced and (from the perspective of a new player) it would be really awesome to go into a Dungeon and see all those skills Like Passage, IR, blahblah
On the other hand.. this might lead to new players getting kicked out of sastasha, atleast I think so?
For example, Gladiator is really weak. No aoe damage, no DPS combos etc. So harassment might happen.. also, Dungeons would be even more of a faceroll. Hmm
(I think you can get items unsync - if its in a chest. You only have to do it sync if your desired Item drops from the Boss himself? But im not Sure, so take that with a Grain of Salt)
Actually, unsync does reward items from chests the same. That's the compromise, and I don't want SE budging on that. Ex primals had their drops all moved to chests so you could get them all unsynced. And unsync wouldn't be fair to give xp for as it doesn't make the enemies stronger to compensate (and they won't do that as the whole point behind unsync is to allow you to cheese stuff, as well as try unique challenges with lesser party member count). And if they synced abilities down to do more damage than doing someone without those abilities, people will get kicked from duties etc. In essence, Square Enix aren't going to change this and I don't want them to. I like the idea of losing my abilities when I sync down, that's what I prefer. And I still have that option. If you want your abilities still, unsync is there as an option for you, though you won't get XP. And if you try and say "Well, what about practicing your rotation in these duties", I point to you to training dummies, Stone Sea Sky, and dungeons of the level you're wanting to practice the rotation in. But if they put in your way, then we'd all be forced to go that way (since they won't split DF queues based on sync type, they'd just go to one type). People who want all their abilities already have that option. But your way, because of how SE would handle DF, would remove the option for those who like losing their abilities.
Both of these points are accurate too.It seems you don't recall how quickly things can die in low lvl instances. A lot of things die before you could do a full high lvl rotation.
Also some abilities would trivialise content. They're designed with a specific availability of abilities in mind. Some stuff would be simply op in low lvl content. That wouldn't make it more interesting. It's boring when things are too easy.
You can always unsync it in order to showcase the abilities, or even do it in the overworld, so there's ways and means there too!
I feel that the sync should be reworked but not to get higher level skills, but, to match the difficulty when the dungeon/raid came out. For example, if you are synced level 50 and do the 24 raids, the 2 firsts of the series are way too easy because your ilvl is way too high for those dungeon. Level 50 means synced to ilvl 130 gear, while te maximum gear was 90 for the Labyrinth of the Ancients and 110 for Syrcus tower. Same thing happens when you do the story quest roulette, they fixed the cutscene problem for the new players, but there is no challenge for this big story dungeon, since the ilvl is way too high. The same thing happens for the dungeon/raids lvl 60, and already happens for the dungeons/raids lvl 70. The royal city of Rabanastre or the Ridorana Lighthouse are not challenging anymore since everyone is close to ilvl 400 now.
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