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  1. #1
    Player
    Insertusernamehere's Avatar
    Join Date
    Jul 2019
    Posts
    189
    Character
    Misha Fiertze
    World
    Zodiark
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Quintessa View Post
    I've come from fast paced games. .and this game's combat doesn't bore me at all, and to think, I'm a tank, which is supposedly the most boring job/class in MMO history according to people here. I got 15 days left on my free trial(or whatever it is) and gonna start my sub at the end. Can we stop speaking for everyone?
    I don't think we are speaking for anyone.. Its peoples personal opinion. Its a forum and people sharing their ideas.
    If you are not bored its good. Game certainly needs more new players.
    But offline day count 100+ players with under 50 level jobs exist in every FC which implies there is a problem at low level content.
    (3)
    Last edited by Insertusernamehere; 06-27-2020 at 02:53 AM.

  2. #2
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Quintessa View Post
    I've come from fast paced games. .and this game's combat doesn't bore me at all, and to think, I'm a tank, which is supposedly the most boring job/class in MMO history according to people here. I got 15 days left on my free trial(or whatever it is) and gonna start my sub at the end. Can we stop speaking for everyone?
    Some of the DPS literally go 30 levels with less buttons than a baby tank would have to press. ARC from level 1 to 30 only has 4 skills it presses: one filler (Heavy Shot), one being an oGCD every 15 seconds (Bloodletter), one self buff every 80 seconds (Raging Strikes), and the other being a DoT they press every 30 seconds (Venomous Bite—they get Windbite right at level 30 after completing the ARC storyline, so I don’t count it here). It used to have more to it (e.g., Hawk’s Eye, more oGCDs like actually-dealt-damage Repelling Shot and Blunt Arrow), but they’ve trimmed skill sets down from when I started that low level ARC is so monotonous.
    (2)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  3. #3
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by AngelCheese77 View Post
    EverQuest 2 does this. Essentially all the skills are kept but the damage is significantly lowered to the player they mentor to. But I don't know how this game deals with skills, so it may be difficult to even do that.
    Potency for abilities is generally unchanging (unless some trait changes the ability itself and replaces it with a version with different potency or something similar), but how that potency maps into actual damage is based on gear stats. That's how the damage is 'lowered' when synching into lower level content: by lowering the stats of the gear.

    Unfortunately, the level sync math is already somewhat broken, given how gear is synched down. In some cases at high-end content it can leave people undergeared to a point where they should not have been able to queue, and in many other cases at low-end content it trivializes it (hence why people can faceroll so much early content, even synched down).

    Specifically, my understanding—and someone please correct me if I'm wrong here—is that a given piece of gear which exceeds the ilevel maximum will be individually synched to that ilevel by removing all materia bonuses (i.e., taking only the base stats of the gear), then scaling down by an amount based on the difference in ilevels. But because stats have gone up from expansion to expansion at a higher rate than the ilevel has, synching ilevel 500 gear to ilevel 100 will give you gear with considerably better stats than any actual ilevel 100 gear has.

    And since potency -> damage/healing power is based on those stats, that "better than actual gear of this level" situation means the damage/healing output will also be higher than you could actually get at that level, contributing to the "even synched to level 50, we can faceroll Crystal Tower raids" scenario; even with abilities and traits from later levels missing, the base stats that go into those calculations are still a lot higher than they would actually be at level 50 in level 50 gear.

    This is also how it can backfire at the high end; let's say someone has their level 80 ilevel 430 weathered gear and wants to queue into a level 80 dungeon that takes ilevel 435 minimum and syncs to ilevel 445. They go and get two ilevel 480 accessories, because the accessories are the cheapest and it will raise their gearset average to around i439; that's enough to make the ilevel check, since that's done as an average. But once they get into the dungeon, those i430 pieces are left untouched but the i480 accessories are synched down to i445. And since this is level synching within an expansion, the scaling down is actually fairly likely to end up being roughly equivalent to real i445 gear. Now they may be insufficiently geared to survive the dungeon effectively; their effective average ilevel is now about i432, which would not have let them queue into the dungeon in the first place.

    The upshot of which is "scaling consistently without having to have synched-down stats manually set for each piece of gear—or manually mapping it to some equivalent gearset at the target level—is hard, which contributes to existing balance issues."

    Much as it pains me when I see my hotbars turn to a sea of disabled icons when Roulette dumps me in Sastasha, I suspect that letting me keep level 80 abilities in there would exacerbate an already-unbalanced level synching situation. For it to work, level synching would probably need to be rethought first.
    (4)
    Last edited by Packetdancer; 06-27-2020 at 05:37 AM.

  4. #4
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Packetdancer View Post
    Specifically, my understanding—and someone please correct me if I'm wrong here—is that a given piece of gear which exceeds the ilevel maximum will be individually synched to that ilevel by removing all materia bonuses (i.e., taking only the base stats of the gear), then scaling down by an amount based on the difference in ilevels. But because stats have gone up from expansion to expansion at a higher rate than the ilevel has, synching ilevel 500 gear to ilevel 100 will give you gear with considerably better stats than any actual ilevel 100 gear has.
    Please note that I do agree with you just correcting the minor errors in your explanation.

    The ilevel sync works by first removing materia bonuses (as you said), but then lowers each synced gearpiece's stats to the gear types primary and secondary stat caps of that ilevel. What causes this to be problematic when syncing is that non-pink gear is itemized to have one secondary at cap and one secondary at 70% of cap. What ends up happing is that high enough ilevel gear will sync so that both secondary stats are at cap.

    And since potency -> damage/healing power is based on those stats, that "better than actual gear of this level" situation means the damage/healing output will also be higher than you could actually get at that level, contributing to the "even synched to level 50, we can faceroll Crystal Tower raids" scenario; even with abilities and traits from later levels missing, the base stats that go into those calculations are still a lot higher than they would actually be at level 50 in level 50 gear.
    The Crystal Tower raid problem is that the first two were tuned for i90 and i110 max but sync to i130 and that Accuracy (a damage loss prevention stat) was turned into Direct Hit (a damage boosting stat). The Accuracy to Direct Hit change actually effected most of ARR's and HW's content.
    (2)
    Last edited by Ultimatecalibur; 06-27-2020 at 07:56 PM.

  5. #5
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    A higher potency weapon skill to replace fast blade. I really don't want to be using that for another 10 levels.
    (0)

  6. #6
    Player
    Raltar's Avatar
    Join Date
    Jun 2019
    Posts
    252
    Character
    Raltar Arianrhod
    World
    Malboro
    Main Class
    Dark Knight Lv 90
    If they don't let us keep our entire skillset, I would at least like to see every single class get a spamable AOE before level 16 when roulettes start. It is incredibly painful to run low level dungeons when you have a rogue and lancer, for example, as your DPS because they don't get their AOEs until mid 30s for rogue/ninja and level god damn 40 for lancer/dragoon. This should have been fixed a long time ago. Everyone should get an AOE the same level tanks get theirs. Even healers. Just take the stun off Holy and have an upgrade given at 46 if you feel like holy spam would be too powerful at low levels with the stun.
    (1)

  7. #7
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    There's no way you could scale down abilities to make them balanced for low level play. For example, DRG/LNC has no oGCD damage skills before level 30 (since they changed Leg Sweep in 4.0 to deal no dmg and also cross role). But having an 80 DRG sync'd down to level 16 gives them Geirskogul, High Jump, Spineshatter Dive, Nastrond, Stardiver, Mirage Dive, Dragonfire Dive. Even if these skills did like 30 potency, it's still much more than a level 16 Lancer's True Thrust->Vorpal Thrust. Melee don't have AoE before the mid 30s so you'd have melee using their AoE combo in low level dungeons but new players not having any AoE. There's honestly no way to do balance the potency to make it fair.
    (0)

  8. #8
    Player
    Insertusernamehere's Avatar
    Join Date
    Jul 2019
    Posts
    189
    Character
    Misha Fiertze
    World
    Zodiark
    Main Class
    Gunbreaker Lv 90
    People so obsessed with balance yet they are ignoring fact S rank dying less than 30 second w/o executing its proper mechanic.. strange. I guess balance at low level dungeon very important.
    (2)

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