It will just create a mess, no thanks. I'm fine the way it is now. It has a balance, not like others mmos... Ffxiv is the best for making everyone work as a team in dungeons.
The newbies obviously keep their skillset low - because of their level.
We "veterans" however should not be crippled like that. When I am in a Roulette and can not even Corps-A-Corps, so after my 2-skill "rotation" I walk up to the enemy and whack him with my one melee attack and then have to walk back again. Not sure how that helps the newbie. It is even kinda counterproductive when you read about RDM and what you teach newbies is a lackluster "this-or-that" casting followd by "walk up to the enemy, do 3x some funny arm movements and then walk out" situation.
I would have less of a bonus. We get the bonus because these dungeons are terribly boring to play, but then we are supposed to come and help. Instead of making it fun, they slap a bonus over it. Eh...I am here to play and enjoy my fights, thanks. There is literally no difference between me doing a 120-damage Verflare or 15,000 - because the HP and everything scales. The dungeon would take the same time, the newbies keep their smaller skillset, we still keep the wait times low but I have fun meanwhile.
Putting a nonsensical band-aid over it ("you lose 85% of your spells that cripples your profession so much it's not even recognizable but get an EXP bonus for that") is worse than having no Roulette at all.
And let's be honest: Do you really care how your mates manage their skills? Do you really get distracted from that? No? Me neither. Why should a newbie then?
Sincerely,
Well, it's "leveling" roulette.
It's to help newbies get through dungeons otherwise no vet would go again.
The reward for you having sync skills is the massive EXP you get at the end.
In my opinion the challenge aspect in this game is mostly dependent on the type of party you get thrown into.
This sarcasm would work better if it were actually true. Too bad that "big fuss" is nearly 10%; enough that the Physical Range are objectively worse than double Black Mage or triple Melee, and Red Mage has almost no reason to exist. So yeah... people kinda have a right to be upset.Meanwhile, in SE headquarters :
- Hey guys, do you see how we struggle during whole months for correctly balancing the jobs with their full toolkits at lvl 80 ?
- Yes.
- And do you see how the community is never satisfied with it, and make a big fuss of everything being 0.14% lower than the other job on 99 fflogs percentile ?
- Ah er yes... That too.
- Now they want to unlock all the high level skills they have in leveling roulettes, and that we balance correctly dozens of dungeons so that for example a low level DRG only having single target skills in Satasha will be exactly the same performance and utility wise as a high level RDM having in it all his rotation toolkit + vercure + verraise.
- ...
- What do we do ?
- Throw this idea into the trash c... I mean, tell them "we are gonna look into it". Hey you other here, why did you start writing a resign letter ? Stop that, we still need you !
That aside, on the one hand, I don't see giving us all our level 80 abilities at a hugely reduced potency is a pressing need. On the other, I admit, I tend to avoid Roulettes almost entirely once my jobs are leveled. I strictly stopped queuing for Leveling for four months leading up to ShB because I loathe being synced down to below 50. I almost never touch 50/60/70 since the EXP gains are trash, and I'm synced. I'll also likely avoid Alliance soon now that it's become Snore of the Ancients Bore Tower Roulette. Of course, one thing that Stormblood lack was a relic grind giving me an actual reason to even look at old content. But again, I much, much prefer being level 80. Or at least 70.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Potencies have to be rebalanced because the potencies we have at higher levels don't exist at lower levels. Dungeon encounters aren't tuned around their existence.
That doesn't take into account other abilities and traits we get as we level that will increase damage dealt either directly or through indirect means like reduced cast times.
No, we are not "gucci" if all that is scaled is base stats. Stat scaling as it currently stands is already broken. Give us our normal toolkits and we become ridiculously OP.
We veterans need to be crippled if we decide to enter into content intended for the new players.
You don't stick a Major League baseball player on a Little League team and call it okay.
You don't let a World Champion boxer enter an amateur fight and call it okay.
If you don't want to feel crippled, you need to stick to the content intended for your level.
So since you've put this forward yourself, why not just opt to not do the roulette at all if that's better?
♥ Baby, tell me, what's your motive? ♥
When I get a low level dungeon and I'm high level, my reaction is to simply do the dungeon. It won't take very long and there is nearly always a new player in the party. I'm happy to help them clear it for the first time since that's literally what the roulette is for.
I admit I do sometimes get annoyed that I'm missing certain skills, but I'm never in the dungeon long enough for me to really care since dungeons don't take very long.
I vote no in having high level abilities in low level dungeons. If you don't want to lose your skills for 10-15 minutes or so, then don't use the roulette. If you do use the roulette, don't complain that you lose your skills since that's what you signed up for.
We already know what would happen if they allowed full skill selection in low level dungeons. We see it now in Castrum and Praetorium. Pile drive from one boss to the next, turn the entire dungeon to shambles because it gets Vets out of there 5 minutes earlier.
Even if the idea is well intended, it won't end that way. It will be abused and will turn every dungeon in to a bot friendly auto completion process.
http://na.finalfantasyxiv.com/lodestone/character/1445972/
Standard step is a 1000 potency aoe ability with no damage falloff, available every 30 seconds, and applies a 5% dmg up to the user. Its available at level 15. So... potencies?Potencies have to be rebalanced because the potencies we have at higher levels don't exist at lower levels. Dungeon encounters aren't tuned around their existence.
That doesn't take into account other abilities and traits we get as we level that will increase damage dealt either directly or through indirect means like reduced cast times.
No, we are not "gucci" if all that is scaled is base stats. Stat scaling as it currently stands is already broken. Give us our normal toolkits and we become ridiculously OP.
We veterans need to be crippled if we decide to enter into content intended for the new players.
You don't stick a Major League baseball player on a Little League team and call it okay.
You don't let a World Champion boxer enter an amateur fight and call it okay.
If you don't want to feel crippled, you need to stick to the content intended for your level.
Also your baseball and boxing analogies dont apply because theyre PvP systems. Dungeons are PvE. The actual equivalent would be playing Double Dragon with your much smaller sibling.
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