actually its the reverse when you do a daily and go in a lower level area your muscle memory is ruined since you are used to your job's full rotation. They can find a way to nerf damage in lower levels while keeping your skillsUnfortunately, hard pass from me. It would cause people who are actually the intended level for a run to feel practically worthless. I'm thinking the lower-level dungeons in particular. Hey, my RDM being synced down has his full tool-kit with multiple AoE spells and a high-powered combo. You, our newer player just reaching that dungeon for the first time, don't even have a single AoE ability yet. Entire packs melt and all you got to do was a couple single-target attacks against one mob.
Syncing the skills as well gives everyone in the party the ability to feel relevant, while still giving higher-level players being synced down a bit of extra power (since it syncs to the max level for the area rather than where a leveling player would likely be gear-wise).
Yes, it is perfectly possible to find some magic formula that could potentially make your job more balanced with a full kit compared to Sastasha, but then you would need another for, let's say........The Vault. You have a different kit there, so it needs to be balanced differently, or maybe Bardaam's Mettle, different balancing there as well etc. Now, do this for every job. Do you really think it is worth the time to achieve this when your jobs are already ... reasonably balanced at lower levels just because their kits are limited to that level.
To make it clear. The amount of time to so this would be astronomical and this is only considering level 90 kits to lower levels, in theory, you would also need to do this for each new action learned, which just exponentiates the time even more. I have shown in the past the PLD's AoE combo alone goes up by ~3 times potency on average from level 6 to level 90, this isn't including oGCDs.
If you really want to play something that won't mess with muscles memory, play Summoner. You basically do the exact same thing through the whole levelling process, the only difference being the level 86 trait and Ruin 4, otherwise, it is the same buttons, just different effects depending on your level.




And those without those skills would be like huh? No it's not a good idea everyone in those duties should have the same active skill set. You can ask but the chances of it happening are pretty remote.
That's why the level system exists.
That's why that person is level 30-40 and my character level 90.
That's why It took weeks/months to level up my character to level 90 only to spend 80% of the time doing "synced" content because that's what are roulettes for, and no doing only 1-2 dungeons at level 90 ins't fun after the 23498th time this month.
I'm tired of seeing the excuse of " No!, newbies should experience those 10 years old dungeons in 40 minutes!, its super fun doing Sastasha/Tam with my character level 90 now pressing 1 skill"
Last edited by AnnRam; 08-19-2022 at 06:23 AM.



Option 1: You scale the Lv90 to perform on <example-dungeon> at for example Lv50 to perform as well as the Lv50 player fresh in the instance. You now have the same level of performance pressing way more buttons but no additional output, giving you essentially a disadvantage by having to work harder. Not terribly hard to deal with, but would still be meh.
Option 2: You don't scale as closely and the Lv90 player has a numerical advantage over the LvXX player. The LvXX player will feel probably bummed out for being so weak compared to his high level peers and feel the other player may have an unfair advantage if they feel even remotely competitive.
Additional note: Extremes and Savages of old are still content being done, even if sparse. Furthermore, the amount of tuning work needed to be done to scale kits of high levels to do roughly the same performance of that of low levels is a balancing act way more complicated and dynamic than having a static range of abilities for each dungeon / trial.
We are getting Unreal Trials for such reasons, what we could ask for is Unreal Dungeons perchance. Then again probably better to spend the resources on the upcoming Variant / Criterion Dungeons.
But that is just my two cents.




Think of it as syncing down to the previous expansion.
In a lot of mmos, once the rotation changes, it's changed forever and people yearn to be able to go back to a previous expansion and the rotations we had then.
Although our rotations have changed even for previous expansions, the essence of them remains for most classes.
For example, if I sync to level 50, I still spam a Rage of Halone combo on a Paladin. If I sync to 60, I still spam Royal Authority with Goring Blade after every 2 combos. If I sync to 70, I still replace those Royal Authority combos with Holy Spirits in Requiescat.
For people who want to go back and finish content they didn't do with their old rotation or experience content as it used to be as a new player, it's still available to them, so there is no reason for them to yearn to go back to it.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Imagine playing lvl 90 job rotation against a bat in Sastasha doing like 1 damage per button press![]()
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