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  1. #1
    Player
    Taiyoji's Avatar
    Join Date
    Mar 2015
    Posts
    39
    Character
    Taiyoji Kokorokoro
    World
    Lamia
    Main Class
    Gladiator Lv 90

    Keep skills when level sync’d

    Hope we’re all having a good day. I wish we keep our skills when synced to a lower to duty /fate but at reduced power to make it fair. This would make it more enjoyable to get lower level duties and let us enjoy using higher level abilities no matter where we are as long as they have been earned. Thank you for reading!
    (4)

  2. #2
    Player
    Snek's Avatar
    Join Date
    Jun 2020
    Posts
    16
    Character
    Loken Garvell
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 80
    Would this be fun and make the lower level content enjoyable and allow for jobs to use what feels sometime like mandatory skills at levels they don't have them? Yes. I'd certainly love it and prefer it. But can you imagine being a sprout, first ever dungeon in Sastasha, and you get 3 level 80s? Sure they're synced down, but the dungeon wasn't designed for so many skills and it'd feel pretty bad for that sprout. They'd very much feel like a dead weight being dragged through the dungeon.
    (6)

  3. #3
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    It's very unlikely SE would ever do this because of how much additional work it would require and the potential problems it would create with random groups.

    It would be a balancing nightmare. A level 80 toolkit is much more powerful than a level 60 toolkit. Both of those are more powerful than a level 40 toolkit and all of them are more powerful than a level 20 toolkit. They would need to separately adjust potencies for every toolkit variation where a new skill with potencies or that impacted potencies was introduced and they would have to do it for each dungeon. They would have to repeat the process every time the level cap is increased or toolkits have major changes.

    It would likely lead to more kicks for new players as well since they'd still lack the enhanced toolkits. Right now, there's nothing to be gained by kicking a new player because they'd be replaced by someone with the same basic toolkit. With your system, a party could kick the new player and likely end up with someone with party utility to make it a smoother run.

    Worst of all, it's not going to make low level dungeons any more interesting. They're still very basic with very basic mechanics that you would have seen many times already. Retaining access to your full toolkit isn't going to improve the experience enough to make it satisfying.

    If you want to be using your full toolkit, stick to doing content your level. You'll miss out on roulette bonuses but you'll have a more enjoyable experience if access to your full toolkit makes that much of a difference to you.
    (8)

  4. #4
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    IMO that would just make it worse for higher level players. You'd have to do your full rotation against mobs that die in 5 seconds while the level 20 player out DPSs you with one button. That sure sounds fun.
    (3)

  5. #5
    Player
    Taiyoji's Avatar
    Join Date
    Mar 2015
    Posts
    39
    Character
    Taiyoji Kokorokoro
    World
    Lamia
    Main Class
    Gladiator Lv 90
    ohh - thanks for pointing this stuff out. I’m just coming from another game where this kinda thing goes down. Thanks again for the discussion!
    (1)

  6. #6
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Brightamethyst View Post
    IMO that would just make it worse for higher level players. You'd have to do your full rotation against mobs that die in 5 seconds while the level 20 player out DPSs you with one button. That sure sounds fun.
    I think it would be fun enough, reason i dont do lower level content anymore is because its boring to miss all the buttons. If it was an option in the DF id been down for it, so player could choose if they wanted full kit with capped/gimped output or the usual level skill. Doubt SE would do it tho
    (3)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  7. #7
    Player
    Tulzscha's Avatar
    Join Date
    May 2016
    Posts
    275
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 90
    That'd be nice, especially for Fates. One of my biggest gripes with the game is how I'll be leveling some job, just unlock some cool new ability and not be able to use it for a while after because I always get down-leveled, or I'll play SMN at all and it's just soooooo boring.
    (2)

  8. #8
    Player
    Whatzituyah's Avatar
    Join Date
    May 2014
    Posts
    28
    Character
    Tellurium Ankle'biter
    World
    Leviathan
    Main Class
    Warrior Lv 80
    I tend to agree that not having all your abilities at a certain level is boring but what they are trying to do is avoid negativity in the game to make it accessible for everyone. Also beyond that some skills are just plain out upgrades from others like Jolt 1 to Jolt 2 or Thunder 2 to Thunder 4 for instance.
    (0)

  9. #9
    Player
    Rollout's Avatar
    Join Date
    Feb 2017
    Location
    Ul'Dah
    Posts
    189
    Character
    Roxanne Steele
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    I feel like it could work if all the classes started with the "core" skills from the beginning, but at reduced potency, only to have their potency bumped up when he originally unlocked them. And then upon unlocking the job, you get a few more skills to ease you into things.

    Like, let's take Thaumaturge to start with. Let them begin with Fire, Fire II, Fire III, Blizzard, Blizzard II, Blizzard III, along with Thunder and Thunder II, so they can learn immediately what each of those spells are meant to be used for. Then, once Black Mage unlocks, they gain access to Enochian, without it's damage buff, and Blizzard IV and Fire IV, with reduced potency, allowing them to figure out the proper rotation as early as level 30. Once they reach the level where they would originally have unlocked those actions, they get traits instead, Enochian getting it's damage buff, and Blizzard IV and Fire IV getting its increased potency.

    Lancer can start out with both the Full Thrust combo and Chaos Thrust combo, so they can get used to keeping their damage buff and DoT up super early in their formative levels, while using the damage combo in between. Once they would learn them originally, the potency gets bumped up. This would also teach them to be using Life Surge on Full Thrust for the maximum damage. Upon becoming a Dragoon, they get Wheeling Thrust and Fang & Claw alongside Jump, to get used to the fourth step in the combo, at a reduced potency. When they would originally learn those weaponskills, they would instead get a trait that improves their potency.

    Gladiator can start out with the Rage of Halone combo and Goring Blade combo. Upon becoming a Paladin, they can learn Holy Spirit and Holy Circle, both at a reduced potency, and Requiescat, which only has it's damage effect at a reduced potency. This will teach players to use Requiescat when they have full MP for big damage, then burn away that MP on Holy Spirit/Circle, before restoring it with their melee combo. Upon reaching the level they'd learn Holy Spirit and Holy Circe, they get traits that increase their potencies, and when they'd learn Requiescat, it gets its proper potency and the 50% increased magic damage effect when above 80% MP, which they should have already learned from using Requiescat for so long for it's increased damage.
    (5)
    Last edited by Rollout; 10-17-2020 at 01:05 PM.

  10. #10
    Player
    Styrmwyda's Avatar
    Join Date
    Dec 2020
    Location
    Ishgard
    Posts
    251
    Character
    Styrmwyda Khawyn
    World
    Cactuar
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Rollout View Post
    I feel like it could work if all the classes started with the "core" skills from the beginning, but at reduced potency, only to have their potency bumped up when he originally unlocked them. And then upon unlocking the job, you get a few more skills to ease you into things.

    Like, let's take Thaumaturge to start with. Let them begin with Fire, Fire II, Fire III, Blizzard, Blizzard II, Blizzard III, along with Thunder and Thunder II, so they can learn immediately what each of those spells are meant to be used for. Then, once Black Mage unlocks, they gain access to Enochian, without it's damage buff, and Blizzard IV and Fire IV, with reduced potency, allowing them to figure out the proper rotation as early as level 30. Once they reach the level where they would originally have unlocked those actions, they get traits instead, Enochian getting it's damage buff, and Blizzard IV and Fire IV getting its increased potency.

    Lancer can start out with both the Full Thrust combo and Chaos Thrust combo, so they can get used to keeping their damage buff and DoT up super early in their formative levels, while using the damage combo in between. Once they would learn them originally, the potency gets bumped up. This would also teach them to be using Life Surge on Full Thrust for the maximum damage. Upon becoming a Dragoon, they get Wheeling Thrust and Fang & Claw alongside Jump, to get used to the fourth step in the combo, at a reduced potency. When they would originally learn those weaponskills, they would instead get a trait that improves their potency.

    Gladiator can start out with the Rage of Halone combo and Goring Blade combo. Upon becoming a Paladin, they can learn Holy Spirit and Holy Circle, both at a reduced potency, and Requiescat, which only has it's damage effect at a reduced potency. This will teach players to use Requiescat when they have full MP for big damage, then burn away that MP on Holy Spirit/Circle, before restoring it with their melee combo. Upon reaching the level they'd learn Holy Spirit and Holy Circe, they get traits that increase their potencies, and when they'd learn Requiescat, it gets its proper potency and the 50% increased magic damage effect when above 80% MP, which they should have already learned from using Requiescat for so long for it's increased damage.
    I like this idea!
    (1)

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