Unless you are going to do the work yourself, you cannot comment on how long it will take. It took a little while to work out the potencies associated with the PLD rotation, and now I need to compare everything. Oh, and it can't just be, work it out and have some sort of multiplier to change things, as, if you change the potency on something, you would need to work out that multiplier again, you would need some sort of dynamic scaling factor that takes everything into account. oGCDs alone complicate matters. How are you going to change Monk's Blitzes for example, that is a massive potency spike for both AoE and ST. How about Life of the Dragon for Dragoon? You have a period where you get 3 Nastronds and a Stardiver. This isn't potency you can just scale down, as it is just more damage lower levels do not get.
Also, from what I have heard, when other games try to do something similar, it becomes very unbalanced to the point the newer players is contributing basically nothing, if they can even do anything in the first place. That would suck for the newer player.
However, we still haven't talked about defensives and healing potency and not just GCD healing, oGCD healing as well. Did you know, WHM gets Assize with does both healing AND damage at the same time? How are you going to balance that? How about AST getting cards, the various shields and powerful regens.
Infact, if you really want a taste of what it would be like, take SCH into any of the first 3 dungeons. The fairy can effectively solo heal everything, meaning you are just a green DPS, and this is just a small flavour of what all the additional actions would bring to the table.
Even if, by some miracle, you can come up with a solution for damage, you cannot get a solution for the abundance of healing/mitigation you get at later levels that the lower level stuff just has not accounted for.
Let's see how much fun you're having when SAM's Ogi is reduced to around 85-120 potency in order to properly scale it down to a lv15 dungeon. Even though this would not be the true potency, it's how scaling works. Very much like how Embraces from SCH's fairy is not the same as if the SCH heals for the same potency from their own abilities. The discrepancy only gets bigger and bigger the higher the level of the SCH. If the devs granted players the ability to utilize their full max level rotation in lower content, your abilities will be nerfed right into the ground in order to accommodate the HP values of the enemies. They can't raise the HP levels of the enemies and bosses, otherwise the players who just meet the requirements for the instance would be placed at a huge disadvantage.
Lv sync does not exist to coddle players who have yet to reach the higher levels in the game. It exists to place all the players in the instance on the same and equal playing field. If this is not fun for you, then don't run lower level content.
Your time in roulette's is a community service. It's not there for you. It is to help out the community at large, and you are rewarded handsomely for your time. Roulettes for the most part are a chore. Most players like to get them out of the way so they can venture into the content they actually enjoy playing. I suggest you do the same.
I think that's fine too - But we get nothing but cut, cut, cut, stretch, stretch, stretch. Nothing in return but lesser play over time. Lower levels will continue to get worse and culled over time, while we'll still be forced to play them 10 years later.
We're at a breaking point, and we can't really stretch these rotations any further than they are. If Yoshi really expects to keep with the 30 button cap, then we'll just be adding new modifiers to our existing abilities. XIV is now trying to do what other Themepark MMOs have previously hit and failed to push past with the same method, we're at the great Themepark Firewall.
What exactly is there to balance for Tanks and Healers, it's not like they do anything different. WoW has already fixed this issue by scaling the mobs up to each individual player, so the potency is relative. Then if you're really afraid of showing cool spells because it might seem spoilery, then hide or change the visual for anyone that hasn't reached that tier yet.
You know what's funny is Duty Support already does this. It just doesn't tell you. The NPCs will do less or more damage based on how well you're doing.
Last edited by R041; 01-01-2023 at 03:50 AM.
i wouldnt mind if they just stretche out every skillset between lvl 1 and for exemple lvl 70. that would mean losing less skills in lower lvl content and having the full rotation for everything above lvl 69. i would love it.
not sure how bad that for the game overall would be because of less excitement for lvling up though.
I dont know this for sure but it seems I only see vets asking for stuff like this. The point on old content being synced is for you to play them with that levels kit. Personally I don't think they need to waste time letting us use level 90 kits on Ifrit Normal. It's dumb imo. Things are fine as is in terms of kits. If anything needs tuning I'd say I'll not kits
Lower levels have been the same for years. With the exception of some cherry picked dungeons they've updated to make them less tedious such as Toto Rak, Copperbell Mines, Keeper of the Lake, etc. The only reason why lower level get worse, is due to player mentality. It has nothing to do with the lower level content. You are also not forced to run any of these instances. You are choosing to run them.
No we're not. You the player might be at a breaking point, but the game sure isn't. The threshold for buttons to push is not constricted to controller users as many would have you believe. This limit is based on a number that is sensible for players to have. Some jobs have been suffering to having a high APM since HW, and perhaps even ARR but my time in this game does not go back that far. This is not a turn based game. For a single player game, having a high number of available abilities is one method that counteracts the turn based style of combat so you have to think more about which ability to use, and when. For a game like FFXIV, it's more about a song and dance that has you learn a fixed rotation, and try to keep it going alongside doing mechanics that try to break this rotation.We're at a breaking point, and we can't really stretch these rotations any further than they are. If Yoshi really expects to keep with the 30 button cap, then we'll just be adding new modifiers to our existing abilities. XIV is now trying to do what other Themepark MMOs have previously hit and failed to push past with the same method, we're at the great Themepark Firewall.
Are you kidding? Could you imagine giving AST Macrocosmos at the earliest possible level. I already call it "Busted-Cosmos" for lv90 content. The ability quite literally erases damage incurred by players wither it is unavoidable or avoidable. How about giving WAR Bloodwhetting early on? Again, healers already don't have to worry about WAR much in lv90 content. In a dungeon like Qarn though, healers are going to have to use GCD heals to keep the tank up. For healers and tank, I would say content is more fun early on when they have fewer tools to accomplish their primary duties. In latter levels, we need constant damage going out in order to keep us engaged.What exactly is there to balance for Tanks and Healers, it's not like they do anything different. WoW has already fixed this issue by scaling the mobs up to each individual player, so the potency is relative. Then if you're really afraid of showing cool spells because it might seem spoilery, then hide or change the visual for anyone that hasn't reached that tier yet.
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