



I thought the most limited content was BLU


It's fun for me, now deal with that and just don't do it if you don't want to do low level dungeon rather than wanting SE to change low level dungeons.It doesn't take my job away because my job (or class) starts at level 1 the moment I have my first ability to attack an enemy.Getting a low level dungeon essentially takes your job away from you because you lose all the skills that define the rotation.
Because it's random. When you sign up for a roulette, you sign up to get any of the duty that is available from that roulette.
Also, if you can ensure certain dungeons by doing it as a full party, people might try to do that more often rather than filling in the queue.
I don't find it fun to have my high level skills be nerfed just so I can use it in low level dungeons. I also don't find it fun to have low level enemies in instanced duties that I could beat with low level skills to now require me to beat them with higher level skills.
When i was low lv i thought thats great ,it helps lower level characters to get into dungeons and shortens queue time. Now that i made progress into the game, hit 50, 60, 70, the higher i was, the more frustrating lower lv dungeons were. I dont mid helping new players, but its at cost of taking away my whole progress, taking away fun and creating a lot of confusion- dungeon lv XX- this button doesnt work, dungeon lv Xx- 3 skills dont work and so on. When i get out of those dungeons and enter my own level one, i end up not using those skills which were previously locked and have to remind myself to use them... Very annoying. I want to keep all skills i learned all the time.
Probably one of the reasons we need a better system. I'm not saying the one in this thread, but something better for sure.
Sure - people queue everyday for the reward of roulettes, but that's really it. That's really the only thing driving people into ARR content, maybe even HW content.
I stopped really helping people in the NN because it wasn't really fun. I enjoy teach new players what to do in specific situations, or the fun of having tank or healer who doesn't know what to really do so the run ends up being a little more chaotic, but it's not really fun for me. I just end up spamming 1 or 2 buttons over, and over, and over.
I have friends who have even stopped doing roulettes because "I don't do ARR content, that's why I got all my classes to +60, I don't like ARR content."
I feel like if roulettes didn't exist - It would almost be impossible to queue for ARR dungeons. so I guess they do what they intend to do - but it really says something when people are excited to get a HW dungeon, or SB dungeon because "YES, It's not copperbell mines"
At the very least they really though should do something about the roulettes. Have the scale tipped at the very least a bit to higher level content.


It says people like different things, nothing more. And apparently there are enough people who do ARR content, so yes, the roulettes are doing their job and I'm grateful for that. The people who don't want to do them don't have to and they can do what they prefer to do instead.


Why aren't people kicking every DPS except SMN in Vale already then? No one would waste their time doing this and if they tried it they reach their kick limit. If I'm remembering correctly, your kicks are limited.
The party still has to deal with being down a person, and it's especially bad if the person that left was the healer. The person should not leave and they deserve the penalty, but that doesn't make the situation better for the abandoned party.
Or we can ask SE to change the game. Avoiding roulettes is not the only solution here.
Balance around DPS. If a level 20 does 1000 DPS and a level 80 does 10000 DPS, the potency sync for level 80 is damage * 0.1.
We don't even need to be precise because leveling dungeons already aren't precise. They give lots of leeway for missing skills, variations in job balance (which can be terrible below the level cap), inexperienced players, and more. It's not as complicated as it's being made out to be and SE already knows roughly how to scale for level already because they know how much damage you're supposed to do in each dungeon.
We can keep level sync as an option for those who want it. Players could choose between potency or level sync.If you balance the scaled potency at around 90% of your classes's capability to be on parity with newbies, you'd literally make a massive chunk of the player population do even less than if they only had access to 2 buttons, since a good chunk of the population can't execute their rotations properly.
At level 15, AST is a broken healer when level synced because of ED. All those extra high level skills are unnecessary and while they might make things easier they won't significantly change much. As for the MRD/WAR example, Rampart, etc, doesn't work on potency, but the numbers could still be adjusted. For example a level 80's Rampart might only be 10%. Again it doesn't really matter because at level 15 you almost don't have to heal as things are currently. What will make the biggest difference is the skill of the player, just as it does now.Like, compare a level 80 WAR to a level 15 MRD. The WAR would be capable of not only using their entire mitigation kit where the MRD only has rampart. The WAR would be capable of using a full almighty IR Decimate chain paired with Nascent Flash for stupid OP levels of lifesteal where the MRD would have none. Heck, even compare a level 80 WHM to a lvl 15 CNJ. The 80 whm has access to all kinds of OGCD heals, regens, % mitigators and aoe damage spells the CNJ doesn't. Potency and skill scaling when handled improperly would create a system where having newer players would be an active hindrance, and history has shown time and again that such systems can easily be open for abuse.
A skill redistribution is also good idea, but it feels like if SE were going to do that it would make sense to include it as part of the new expansion. I wouldn't complain at having it done now though.While the level sync isn't the greatest system, it achieves its job on creating parity for the most part, the only outlier being stat syncing. A better solution would be to maintain parity by having jobs learn a lot more of their skills at lower levels; I've always vouched for the idea that a job's core fundamentals should be finished by level 50, with 51+ stuff only being additions/changes/etc to the core rotation. Also every job should have aoe by level 15 tbh.
Do we need to do anything? When I was leveling I didn't get much from new skills as I leveled because I'd lose them all to level sync. It was even more annoying back when different tiers of spells were separate and completely cluttered your bars.
I'd much prefer playing a more consistent class as I level and focus on learning the job instead of relearning it for every dungeon I happen to get, or forgetting that new skills exist because they're never available for use.
It doesn't have to be.
If that's the case we could just let people choose how they are synced.Also I get Mt. gulg sometimes in levelling roulette and the amount of people that bounce immediately from there shows that sometimes people don't want to do high level content either with their whole tool kit. so it's lose lose lol
Unlocking something only to have it synced out of use regularly is pretty frustrating and it makes learning your job harder.
Both of these would be improvements over now for me. It's not about effort, but enjoyment. High level rotations are more fun and my skillbars are setup for them, not low level content.
Item sync already makes new players weaker most of the time. Potency sync wouldn't make it any worse.- increased damage, trivializing the impact other party members were supposed to have and making it all about levels (bad for new players)
Which is perfectly lore friendly. If I'm imagining something I've done in the past I can imagine it in ways that differ from reality easily. I'm not typing this response to you while floating in outer space but nothing is stopping me from imagining that I am (and it's pretty amusing tooDoing old content is not us actually "doing" the content but rather regalling in memories of it, reimagining party members and results. The reason why we dont reimagine high lv abilities is because we didn't have them there to begin with. What you ask for is us going full Wandering Minstrel and pull a Minstrel's Ballad out of our <KUPO>, vastly overexaggerating how impactful our memory is as is wont if done by our favourite Bard.)
Again, what milestone would you balance the 80 idea around? I've seen MNKs do anywhere from 14k dps to 6k dps in the DF based on skill. That 6k MNK would be fine doing 1000 dps with a 2-button rotation, but you'd literally neuter and make that player weaker by using the scaling method on them if you assumed they'd be capable of doing the same as the 14k MNK. It's literally far more complicated than you think, since you have to balance around not just potencies, the content, etc. But you also have to balance around player skill to not make the new system literally a waste of time due to it making everyone weaker.
They give a lot of leeway precisely because they know every single player will have access to the same potential toolkit. Throwing in potency scaling just creates a giant mess of developer balancing nightmares.
That's not how the roulettes are programmed though, and I doubt they're interested in re-programming the roulettes to account for such things. Also it wouldn't be a potency or level sync, it'd be both at once. You can't be level 80 and waltz into a dungeon due to the fact you have 100x+ stats than a level 15 player in sastasha does, so level sync would be active no matter what. Potency scaling implementation would be all or nothing with how they've programmed their current system.
Remember when I said 'developer balancing nightmare'? What you said is literally the reason why it'd be a nightmare.
How would you change the high level abilities so that they'd still be useful with their new numbers, but not completely useless due to synced potencies/numbers? Think carefully on it for a minute.
Lets go with WHM quickly. a level 15 AST has zero regens. For regen to not be OP and completely outright crush everything that level 15 AST could ever possibly do, you'd have to nerf its potency so much that it'd be literally worthless to use, completely defeating the point of implementing potency scaling. Lets go with another. WHM's wings ability, which currently grants 10% damage reduction. If you nerfed it to say 1%, then what's the point of it even existing anymore at that level? 1% is going to do basically nothing, so what was the point of implementing potency sync if it may as well not exist? How about benediction? How would you modify a 100% full heal to meet parity with a level 15 AST without making it useless?
Also how do you balance jobs with AoE at 80 vs jobs with no AoE at level 15? like DRG. Having a LNC would always be statistically 100% worse all the time, since having AoE > no aoe. Unless you want to also nerf the DRG's aoe potency to the point it'd be useless to use which again calls into question the point of even implementing potency sync when half of your skills would be useless/nerfed to the point of non-use.
It's literally far, far more complicated and would essentially be asking to re-write every single ability at literally every single level to account for a TON of variables, requirements and balancing quotas. I've worked as QA testing for game companies when I was younger, these systems sound easy in the eyes of consumers who don't have to worry about every single fact of balancing that would be involved, but are infinitely more complex than what you're imagining to actually implement and not simply be a broken mess. A potency scaling system as you described would be a statistical nightmare of balancing issues, infinitely more work for essentially little to no payoff in the developers eyes.
Last edited by MariaArvana; 09-28-2019 at 02:09 AM.




I am in the camp that says if you want to use your max level skills, then queue up for max level content.
I would sooner take one new max level dungeon over reworking all the ARR/HW/SB dungeons combined. They're already trimming the MSQ, aren't they? Sometimes it seems like some will never be happy until Yoshi drops another moon on the game.
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