

I actually would rather keep it as is. To be completely honest the powercreep in skill every expac makes these dungeons go by much much quicker, and the fact tanks now have aoe at low levels speeds up the process drastically.
I'd also rather keep the fights as they are, as many people are going into XIV for the first time or are learning a new job, so the options to wall to wall for experienced players or have them learn their job like normal are both options you can do.
Also keep in mind that they serve as a time capsule for how those fights used to be in the ye olden days. When I look at a dungeon like Copperbell Mines and compare it to Malikah's Well it's insane how far we've come.
What new player needs to both get a feel of basic abilities and also is level 70?
Also just sit in front of a striking dummy for five or ten minutes.
Last edited by Mavrias; 09-27-2019 at 04:48 AM.


But I can relate something that happened to me this week. I just restarted Ninja this weekend which I had left at level 70 and had to fix hotbar. I did a normal raid duty which helped me get a feel for it again, but then in the leveling roulette I ended up with Sastasha with 90% of the buttons disabled and if anything I was losing the feel for the class because I wasn't able to practice the rotations anymore.


Even if this may be the case for people at max level, I've definitely had the complaint from both IRL friends I tried to get into this game that doing leveling roulette (which is pretty key for leveling to 50 in ARR without being MSQ-locked) and getting skills taken away feels really lame, especially with how much the roulette seems to love low-level dungeons. It's definitely one of the things they disliked about the game and neither of them play anymore, so making the experience better for new players like them too would possibly keep more new players playing.One should not forget that those dungeons are not included in the roulette system to accomodate higher level players, but to help the ones who are at that stage in their game progression. The game reward you for the inconvenience with a nice chunk of exp (if you still need such thing) and/or various currencies. If you got a role in need you even get more compensation for having to suffer those15-20 minutes of hardship.
I don't think the dungeons themselves need to be reworked, having easier mechanics is still important for newer players, but I would definitely like to see a removal of skill pruning that's instead just replaced by a minor perma dps-down based on the sync that's intended to offset you having the extra skills/traits, so that you still perform at the same level as people of that dungeon's level while not feeling like you've been shot in the foot while trying to do your rotation.


I would like to have all my skills available, and I think I brought it up a couple of weeks ago.
I just don't understand the point of restricting veterans from their skill. The newbies, who are trying to learn their profession, are absolutely unaffected of my skillbar. A new White Mage for example could probably not care less if I cast a 70-damage Verflare instead of 3x Verstone. And the additional heal? If my Vercure heals for 50HP, is this dungeon-braking? Is resurrecting a downed player before Level 64 a bad thing as Red Mage?
If I would start the game and I see all the fancy stuff other profession can do, I'd go "Woah, one day I can do that, too!" or "Maybe I should try THAT profession next!". Right now, I am a 2-skill mage in a beautiful attire. Like a Ferrari with a Ford Fiesta engine...
Sincerely,
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If you want all your skills then do a dungeons of the level of your job. It gives almost the same experience as a roulette.
The problem is people doing something that they dont like just because.
you do roulettes for the exp/tome bonus and to help new people out. your abilities are level synced to not op newbs. even with the changes and gear power creep. it's lame to argue that you can't do all your tool kit just do the thing, get your bonus and get out. that's how i view it.

The only way I could really see this specific issue being addressed would be if they chopped up the dungeons and made a specific "10/20/30/40 roulette" separate from the 50/60/70 roulette. That said I always felt that the general leveling roulette was to pad out parties for those folks working their way through the entirety of the game, not just post ARR stuff so if you want that EXP then you're going to have to live with the risk that you may need to help a newbie with that first dungeon.
One thing to keep in mind is that you could be the first experience a MMO newbie has if you queue into Sastasha, so those low level dungeons can make a big impression on someone playing through for the first time.
Yeah it doesn't feel great for sure.
I like how SWTOR resolved this problem. Instead of leveling you down, SWTOR levels everyone up to level cap in dungeons (does not grant abilities just a set of base stats). Yeah, maybe challenge is affected, but it really isn't like these low levels are a challenge already. Best of all, you don't lose access to your acquired skills, so it's far less frustrating.
Last edited by Nemmar; 09-27-2019 at 06:03 AM.
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