not everyone classifies this kind of stuff as "fun" though. you'd also run into the problem of people cheesing these types of "challenges" too.Perhaps they can add a class challenge log for each job? With each role having specific goals to achieve. For example a tank needs to minimize a certain amount of damage with his cool downs or beat some specific trial or dungeons. Perhaps a healer needs to heal a specific amount of lives over the course of 1 week. DPS have to deal a certain amount of damage in dungeons. Maybe they can even add a speed run challenge log. Beat a dungeon synced under a specific time or beat a dungeon with no one in the party dying once.
SE needs to add more fun challenges for the challenge log.




Wait, the whole point of the current challenge log is to obtain the rewards by doing the challenge. The rewards are INTENDED to be recieved by people WILLING to do the task. So how does one cheese a challenge log? And people who dont find the tasks fun don't do them. Ive leveled plenty of classes paying absolutely no heed to the hunting log. My challenge log goes unfinished every week too. I still want the people who enjoy using these tools to have more options. We all know Eureka would be absolutely dead without the challenge log entries they added. Im not seeing a downside.
Could just have 50% of wasted/"would-be" exp feed your bonus/rested exp margin. Probably shouldn't give that feature to things we still get rewards from as 80, but we could strap it onto all leveling dungeons, etc., so helping someone with X in turn helps us via rested exp with Y.Just had the idea of choosing to divert 25%~50% of the EXP you would've gained on a max class to a class of your choosing. This way, you could continue to play something you really enjoy, and make slight progress on something else.
Is this something others approve of? Let me know your thoughts!
No need to select a job, nor would it be a way to outright skip-level something you don't enjoy (which often wouldn't bode well for the job down the line, either); you just have increased leveling speeds from you help others level without being directly able to benefit in the same way yourself.
And on the other hand. If they are bad although they leveled, why bother forcing them leveling ? They'll be bad anyway !
If the argument is to I don't know, "protect" you from hordes of bad players (lol) I have news for you : there's already a swarm. Won't change a thing.
Diverting exp would allow people who fancy other jobs and have the ability to read the Balance discord to please themselves. I mean the only way to not get bored after 3 months with one class is diversifying your gameplay by playing another
However, leveling is boring. So currently it's just forcing people to get even more bored for dozens of hours, to escape boredom of repetitive gameplay on the class they already have. It's like saying "oh you're bored ? well then go in those mindnumbing dungeons with boring gameplay for 50+ hours and you won't be anymore once you're 80 and can go in current high end content with your new class". Huuuh, I mean I'm doing it to escape boredom, not get more of it somehow ? Well fine, as someone said jump pot are there ---> 20 bucks it is.


IMO that is not needed. I think it makes more sense to have you play the jobs you want to level up. PvP allows to "cheese it", but that's also to attract more people in the PvP.
If you were able to "cheese it" further, then maybe less people will run the leveling roulettes, and queues could be affected for sprouts...
However, I think that with the ever increasing amount of jobs, leveling all of them can become more and more tedious and boring to some players.
I wouldn't mind them making the grind a bit faster (and I mean, as of the X.0 patch, not with the beast tribes and other Bozja type of late catch-up content)
I think having an increasing armory bonus would make sense at this point.
Like, if you have one job higher than the job you are currently leveling, you get +100% xp.
If you have two jobs higher than the job you are currently leveling, you get+105% xp etc. etc.


I'm sorry, but I don't like this idea at all; you shouldn't be able to level jobs that you aren't playing as, since you're not gaining "experience" for those jobs in a more literal sense of the term. This would just lead to people being able to max out jobs that they never play, which would obviously become a problem when doing higher-level content as those jobs despite not never taking time to practice with them while they level up.
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