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  1. #1
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,858
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by RaijinThunder View Post
    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.
    How do you balance actions like Hallowed Ground? Benediction? Almost all other healers’ oGCD?

    No, the answer isn’t as simple as potency tweaks. Simply put, almost impossible without making every job’s buttons either undertuned or overtuned. We don’t want either of those extremes.

    Besides, there’s already a lore explanation to that. Take it like our WoL utilizing their Echo to re-experience the past dungeons when they first entered.
    (8)

  2. #2
    Player
    RaijinThunder's Avatar
    Join Date
    May 2022
    Posts
    17
    Character
    Yami Rajin
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    How do you balance actions like Hallowed Ground? Benediction? Almost all other healers’ oGCD?

    No, the answer isn’t as simple as potency tweaks. Simply put, almost impossible without making every job’s buttons either undertuned or overtuned. We don’t want either of those extremes.

    Besides, there’s already a lore explanation to that. Take it like our WoL utilizing their Echo to re-experience the past dungeons when they first entered.
    But we can both agree majority of classes rotations are poop at lower levels yes? IT NEEDS TO BE FIXED. iF HAVE TO GRIND THESE ROULETTES FOR TOMES AND IM FORCED TO USE LACKLUSTER ROTATIONS IM NOT NOT GONNA BE A HAPPY CAMPER
    (2)

  3. #3
    Player
    RaijinThunder's Avatar
    Join Date
    May 2022
    Posts
    17
    Character
    Yami Rajin
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    How do you balance actions like Hallowed Ground? Benediction? Almost all other healers’ oGCD?

    No, the answer isn’t as simple as potency tweaks. Simply put, almost impossible without making every job’s buttons either undertuned or overtuned. We don’t want either of those extremes.

    Besides, there’s already a lore explanation to that. Take it like our WoL utilizing their Echo to re-experience the past dungeons when they first entered.
    This is why I'm suggesting extreme mode roulettes for endgame
    (1)

  4. #4
    Player
    Jaquan's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Kirya Nordrain
    World
    Spriggan
    Main Class
    Weaver Lv 77
    Quote Originally Posted by RaijinThunder View Post
    This is why I'm suggesting extreme mode roulettes for endgame
    And by that you miss the point of roulettes. They're two way deal - you're giving your time and convenience to fill the gaps in Duty Finder parties and you get your tomestones for it. On level players that queued for the dungeon can clear it, vets get compensated for their time. Side efect of that is that players at various stage of progression mingle together on semi-equal ground. What you propose would separate the two creating artificial rift with all benefits skewed towards veterans as now they have to sacrifice nothing while newbies are left with subpar experience.
    (4)

  5. #5
    Player
    KariTheFox's Avatar
    Join Date
    Dec 2021
    Posts
    541
    Character
    Hikari Tamamo
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by RaijinThunder View Post
    This is why I'm suggesting extreme mode roulettes for endgame
    Hmm, so a roulette just for level 90 characters, with dungeons scaled and balanced for level 90 characters. Good idea, but I think instead of just using developer time and resources to tweak old dungeons, they should make all new dungeons for this roulette, so that max level players can enjoy unlocking a bunch of new dungeons at hitting the cap.

    Also, instead of calling them "extreme", since that refers to something already, maybe we should use a different word. Like "expert".
    (3)

  6. #6
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by KariTheFox View Post
    Also, instead of calling them "extreme", since that refers to something already, maybe we should use a different word. Like "expert".
    Intermediate, as that name also implies that its technicaly not considered hard or extreme. Just a middle step. Which if a dungeon just scales up the levels, is a fine enough thing.

    And i would make this scaling work on a static value. You can generaly get a good average item level for a team, and have certain expectations regarding damage, survivability etc. And just scale values to that. For bosses you can even make the mechanics more harsh.

    There is also no need to make a dungeon scale to player level 77, 60 would do fine enough already (and maybe the next step is 80, while for a diffirent dungeon those tresholds are 50 and 70). Which again can reduce the amount of effort required. For a lvl 44 dungeon you could for example only take lvl 70 and be done with it.
    (0)