1-50 was a pain.
50+ has lots of options. MSQ roulette, alliance raid roulette, level-scaled beast tribes, daily hunt marks, etc etc
Nothing is wrong with 50-70 that I can see.
1-50 was a pain.
50+ has lots of options. MSQ roulette, alliance raid roulette, level-scaled beast tribes, daily hunt marks, etc etc
Nothing is wrong with 50-70 that I can see.
50-60/60-70 wondrous tales, potd/hoh, roulettes, challenge log, and hunts are alright at 50+ but better at 60+, plus kojin beast tribe daily. really it's just the dungeons seem kinda low xp especially 50-60; the fast fate farming of 60-70 is dead because it's dated content and blu level cap increase/bozja relics that helped bring it back to life in shb is also dated now.
Last edited by smol_cofe; 02-17-2022 at 03:47 AM.
I level up by just spamming frontlines , better than fighting the same Mobs/bosses or doing another run of CT for 7675647563 time
Maybe not exactly everyone's tea but I'd love to see the challenge log get a revamp, akin to the achievement log- and in that also some major EXP opportunities (there are already some there, I just mean even more lol). Nice new interface- easy to see what can be done, perhaps what specific rewards you're looking for and what might provide them, easy tracking and pinning like a quest, interesting rewards - perhaps daily logs that focus on exp or something less 'compelling players to log in daily to complete a list of tasks like chores' and the weekly being open to more (if there were a lot of daily it would in a way make some people feel compelled to do them daily, particularly if the reward was something greater than exp).
Like we have the daily roulette, here there might be daily challenge log (for EXP). Do 5 unique fates, 25% a level. A weekly challenge log might be complete 15 unique FATEs, 25% a level. 1 battle leve (daily), 10% exp. 5 unique battle leve (weekly) 25% exp. An example of the weekly rewards besides exp, might be they have a new challenge log currency that can be used at a shop to purchase other things of interest (turn into GC seals, into hunt seals, into primal tokens of content you've already completed that are also not current content, into tomestones (with various return rates based on type), etc). So you might even have something like play 10 games at the golden saucer, earns you a nice amount of seals but also a bauble of fascination which you trade to mognet for 15 weekly cap tomestones. I imagine there might be like certain harder tasks award more of the token, so doing X roulettes would grant you like 50 bonus current cap tomestones (if you picked that option in the store, remembering you could pick something else).. of course you can make two different types of tokens but I think meh.. if you wanted a token worth say 15 points but wanted to make the challenge that was harder more rewarding... then give them two for technically '30' points.
Particularly might be able to add a few side interesting moments that you'd normally not really look at as options. Like a weekly challenge might be kill 5 unique B rank hunts, 30% exp + token. X treasure chests opened = Y bonus (party or solo irrelevant). Related to just mentioning hunts but I feel that is another UI element that could use some re-visioning, the hunt menu currently is dedicated to 'classes' (like glaidator lol), and isn't really a great system for leveling.. just kind of hangs out there.. I think that could be changed to more of a hunt log in general. Can still include hunting down normal monsters for some sorts of bonuses, but also could help organize your hunt bills, track who you've killed, and encourage some other content around it. Like first time you kill a hunt there is a reward bonus, maybe encourages some more hunt like content.
Tangential but for the extra boost in exp I could see that being helpful for what I've been calling roleplay merit-like system, trying to introduce more game-ified roleplay / customization into jobs without having to rebalance a bunch of stuff. With my lazy example being dragoon could spend (like souls in Demon / Dark souls games) to purchase half fall damage, high jump (ability to jump higher when holding jump button, in areas you've unlocked flying already), and even things like effect changes (like if rather than a nidhog like appearance to your dragon wrath/eyes you wanted some feathery Hraesvelgr appearance, that might be in there). Jobs with capped points could burn them into a general pool of adventurer concepts (like maybe you can toggle on / off gathering nodes while not currently being a gatherer, and then another upgrade allowing you to switch to the slotted suited gathering job on interaction and automatically switch back after completing gathering), or rather than a whole other section maybe it's simply just enhances the spiritbond rate when playing a job that's capped merit. Normally merit systems used lost exp at level cap, but it could be something like X% before level cap is also put into there such that a level 50 you might be able to buy, half fall damage for dragoon, meanwhile at cap the rate could increase but doesn't necessarily have to be full % - particularly maybe it's % up to X based on your level bracket so costs in the system don't need to increase drastically (not meant to be a forever grind, but certainly you'd probably have quite a bit of more exp to use after even hitting cap). Of course I could see such a system parsed through out the game and not be merit like, like dragoon just straight up learns reduced fall damage at 35 and then again even more at 50, etc, but I thought this might be an easy way to avoid having to build up quests or make leveling on some jobs seem bloated in skills and barren on others. The real desire is just to encourage more gameified roleplay (not the sitting behind keyboard in the tavern, that's fine people do that- but I'm talking about gameplay supported rather than community based concepts).
This is why each expansion I have an "all to xx" where I take all jobs not at level cap to the level cap of a previous expansion (basically the starter level for the new jobs of the current expansion e.g. lv 60 in ShB). The roughest part of that grind was getting through ARR for sure. I also cleared all the side quests during this time, which involved the moogle quests.
Even though there are other sources of exp, I would take advantage of the ones that allowed me to still sit in a queue. Even then, sometimes you just don't feel like doing any of those other activities. Dungeons are the richest source of exp, so I tend to just suck up the queue times.
No wonder it's a slog for you. You completely left out the Wondrous Tales, levequests, FATEs, Hunt Bills, and Beast Tribes. Mix it up a little bit. It's not the game's fault that you're focused on instanced group content as your sole means of leveling. The beauty of this game is that it gives you options.
I highly dislike 50-70 as well. 1-16 is fine with hunt logs then do one leveling roulette then squadron dungeons from 21-50. At 50 it's like oh well guess I'll spend my life in queues.
Unless you are part of the healer / tanking master race. All hail healer / tanking master race!
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