Actually, please do. I'll be one of your first subscriber.
wait I forgot it's not youtube but you get the idea
As an old D&D 3.5 player who would drag out grappling rules just to annoy the DM, the thought of that much math purely for the sake of spite makes me smile.
As an engineer, I approve. As a DM who's been running games since late 3.5, reading this gives me a headache.
(My next campaign is gonna be actually an FFXIV one, using the fan-made but extremely good FFXIV D&D 5e sourcebook. My players are going to go on a quest to explore Meracydia, and I made an expansion-style logo for the campaign and everything! I have had to construct a whooooole lot of lore more or less out of thin air and/or my ass to prep for this, though...)
Brief D&D digression aside, I really should make the slide deck for "why keeping your skills when level-synched down would be incredibly broken beyond words: the MATH edition"; spite-fueled or not, this topic does seem to crop up every few months.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
I would say more that they should pick some skills here and there that make the class a bit more engaging with what they can do like with the recent change in low level DK giving their Stalwart Soul early.
But definitely not make every skill available. It would just be too overkill for a lot of the low level dungeons, which already are easy anyway.
Go do some real end game content to use the "fun part reaching max level" then, instead of continuously doing and complaining about years old content?Something that's always been a problem with ff14 is the combat at lower levels. So my idea is we should not lose access to our skills whenever we level sync in dungeons. everything else can stay the same just let us keep our skills man that's the fun part about reaching max level the rotations are so fun it makes combat more enjoyable. We spend hours grinding to get to max level only to be forced to lose the skills we work so hard to get due to level syncing. The way the syncing works for fates should be the same for dungeons.
Or, they could return half of the old removed skills as low level versions of our current toolkit so that half the jobs in this game actually feel more complete at level 50 as opposed to being half baked shells of their past selves.
All the old attacks and animation as locked away in the game's code somewhere so instead of some asinine argument, how about SE get off their butts and actually make leveling fun to play again. They did it with MNK for Steel Peak and Howling Fist so there's literally no reason not to.
I agree to this, swtor use that system, the skills get synced ( and they have tons of skills) but according to the devs commenting here is too "difficult"
SW:TOR's treatment of level sync very clearly demonstrates all the pitfalls including kicks. It was bad enough when it was down-sync only but it got so much worse when they implemented up-sync especially when a fight required skills the characters did not have due to level. Rail at it all you like but XIV's level sync is spot on.
If you need a target then there are plenty of valid concerns with XIV's skill progression. They keep robbing low level abilities so they have something to give people during the additional 10 levels that every expansion comes with. For many classes AoE's come waaaaaay too late and gap closers are all over the map. While there's some elasticity there are limits and many classes are at or beyond the breaking point.
I don't think people realise how much potency jobs gain through the levels, I pulled this snippet from one of my old posts and shows how the AoE damage of PLD changes through the levels (P/G = Potency per GCD)
Level 15 (all TE) 100 P/G
Level 40 (TE > Prom x5) 135 P/G
Level 72 (TE > Prom > MCx5 > TEx2+Prom) 214 P/G
Level 80 (TE > Prom > MCx4 > Con > TEx2 + Prom) 274 P/G
Level 90 (As detailed above) 405 P/G on main enemy 316 P/G on the remaining (only part where there is damage falloff)
Remember, this is PLD and the damage quadruples for the main target and a little more than triples on the remaining, dps are going to scale more heavily and do much more damage.
While you could theoretically balance the potencies for every dungeon, is it really worth the vast amount of dev time it would take?
FATE syncing works the same for both FATEs and dungeons as an FYI.
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