Actually, please do. I'll be one of your first subscriber.
wait I forgot it's not youtube but you get the idea
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"
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.
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.
never always been a problem for most I suspect. it is a little inconvenient, but since it has ALWAYS been like that, most are used to it. If you do a search on the forums, yours is not an original post or idea. There would be major problems with implementation, as many have mentioned.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.
melting mobs in a dungeon with max level rotations that you will never complete because the first one kills them... would not be "fun". not sure what fates you have done, but if you are in thanalan on a fate... you are not accessing your level 90 actions...
just had the idea they could make a stepping stone every 10 lvl. so people have skills up to lvl 30 in halatali and skills up to lvl 60 in the lvl 51-60 dungeons. that way it wouldnt be too much of a difference but for many dungeons it would feel a lot better. not in sastasha though but in many other dungeons. and it would also feel better for new players if they could use the skills they did the jobquests for
Because the point of mentoring down in EQII when it was originally proposed was to be able to get experience and AAs for things that you greyed out and to put content in your reach that may have been out of it when you were originally that level. It was extremely fun to go tackle something with your overpowered self that kicked your behind before. Like Holly.Example: EQ2 has a level down system where you keep all your gear and skills.
My level 90 Mage, leveled down to 35. Goes into a level 35 dungeon, and aoe's everthing in one shot. The skills are all leveled down to 35, but were designed with level 90 content in mind. So even lowered, it was still too much.
On the flip side of that, it made level 35 content extremely fun lol.
That would be a nightmare.
Last edited by TaleraRistain; 05-08-2022 at 04:32 PM.
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