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  1. #31
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,246
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    make jobs learn their entire rotation in... 60 lvl.... i dont care about 30 lvl without new skills if it means i can use 30 lvl my whole nice rotation

    since they tweak rotations around as they want and we always lose something before we get new skills in the new expansion it doesnt matter anyway. the last two expansions felt more like 'changing' the job than really getting stronger.

    there is no point anymore in leveling up even more lvl to learn ne skills which are just a replacement for old skills we learnt a long time ago but got deleted
    (1)
    Last edited by Asari5; 04-05-2023 at 10:28 PM.

  2. #32
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    They probably would have to scale the potencies for lv.90 skills down so much that it would be just miniscule. Theyd also have to scale up mob and boss damage to balance the mitigation and healing kits veterans have.

    The issue with scaling is the lower leveled players that lack all of their abilities. How would you balance that properly so that everyone in the team no matter the level discrepency can feel equally contributive?
    (1)

  3. #33
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by Asari5 View Post
    make jobs learn their entire rotation in... 60 lvl.... i dont care about 30 lvl without new skills if it means i can use 30 lvl my whole nice rotation

    since they tweak rotations around as they want and we always lose something before we get new skills in the new expansion it doesnt matter anyway. the last two expansions felt more like 'changing' the job than really getting stronger.

    there is no point anymore in leveling up even more lvl to learn ne skills which are just a replacement for old skills we learnt a long time ago but got deleted
    But then that would just kill meaningful character progression with leveling. I mean I know this game already heavily triviliazes character progression to be so easy but do we really need to butcher the rpg aspects even further?
    (3)

  4. #34
    Player
    SaltyDaddy's Avatar
    Join Date
    May 2022
    Posts
    198
    Character
    Salty Daddy
    World
    Ragnarok
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Striker44 View Post
    Not lazy, just practical. A few thoughts:

    1.) It's physically and literally (in the actual meaning of the word) impossible to balance the presence or lack of skills. For most abilities, either you have some people (higher lvl) having to do many more abilities just to achieve the same damage as a lower-level player with only a couple abilities, or the players with higher lvl just obliterate everything and leave the lower level players the content is designed for feeling worthless (never a good thing).
    Actually true. In WOW, where scalling is a thing, my lvl 20 twink with max gear it can get totally destroy dungeons or people in PVP.
    On the other hand, in GW2 dungeons, fresh lvl 35 just cant keep up with players who use classess and builds those low lvl cant get hands on yet. Making them feel like getting carried hard.
    (3)

  5. #35
    Player
    KatiaRelanah's Avatar
    Join Date
    Mar 2023
    Posts
    79
    Character
    Katia Relanah
    World
    Maduin
    Main Class
    Dragoon Lv 90
    In order to fairly retain skills from higher levels, you would necessarily have to reduce potency of skills already learned by that level in some weird hodgepodge algorithm to make it comparable.

    Like, let's say you have a combo at L90 that does 1000 potency. Say 100 first skill -> 200 second > 250 third -> 350 fourth. The new players don't have that same combo, they only have the first two skills (so they can combo up to 300 potency). Even doing two cycles of this, for the same number of GCDs (four, two times two), they'd be doing only 600 potency for every time the L90 player is doing 1000. And mind you, this is ignoring traits/transforming skills that become stronger versions over the course of leveling.

    So what do you do? Make the L90's abilities about half(ish) as potent? 50+100+200+250 = 600? See, can't even just cut everything in half, instead need to manually tweak every skill to match the highest-potency combo the at-content-level players would have. What if the newbies have the third combo skill there? Now you need to account for them doing 650 damage every three GCDs, except you'd have to balance it out with algebra and shit cuz the "GCDs performed" line only matches at 12 (they've done 4 full combos with 3 skills, you've done 3 with 4 skills). You wanna do the math there? Cuz I don't feel like doing so. Now balance out a job with 5 or 6 skills in their full rotation, or alternate branches where the "middle" skills are different (speaking honestly, yes, I can only talk about DRG from experience - but there is indeed a 12345 but there's also a 1ab54. Also 1 becomes a higher-potency skill after doing the last hit in the combo. Also after doing two 1s (modified) you get another OGCD attack that literally doesn't exist for the lower level player - factor that into your math).

    You gotta get parity somehow, otherwise every duty becomes a carry by nature (regardless of how you feel about sprouts' general capabilities, there is no denying that if you're doing almost twice the DPS they possibly can, all else being equal and even if they ARE using their skills perfectly.) By its nature, you rouletting is you helping someone else complete their duties at the level OF that duty - usually for actual new players, or lower-level alt jobs. It's fine and well for the latter, the faster they can grind their 10th job to 90 the better; but a new player is not necessarily looking for a carry and/or basically-unsynced run (which your higher potency makes it, albeit maybe you being unsynced a few levels higher vs level cap running a L20 unsynced and you 1HK everything with basic attacks). You are now imposing that on them though, whether they like it or not.

    Edit: I guess, true to the thread title, you might call this "lazy"? That they aren't willing to factor in every permutation of every level's skill availability, and how much they need to change the overlevelled jobs' potencies? Like, they already seem to struggle enough not cutting out skills and balancing what they do have - the real lazy thing would be level cap rotations being simplified to 1-2-3 with one or two OGCDs acquired by L50, and then just making you stronger by traits like "skill 1 becomes SUPER skill 1" or "all damage increased by 10%".
    (2)
    Last edited by KatiaRelanah; 04-06-2023 at 12:08 AM.

  6. #36
    Player
    RobynDaBank's Avatar
    Join Date
    Sep 2021
    Location
    Wraeclast
    Posts
    1,521
    Character
    Hope Sunflame
    World
    Twintania
    Main Class
    White Mage Lv 100
    I'd honestly take this "lazy" way to whatever the hell they have in WoW. Awful experience in levelling ever since they first introduced it. Legion dungeons were undoable if your party were all 30+s and not a bunch of 10s demolishing packs with a breath.
    (2)
    Mortal Fist

  7. #37
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Atelier-Bagur View Post
    But then that would just kill meaningful character progression with leveling. I mean I know this game already heavily triviliazes character progression to be so easy but do we really need to butcher the rpg aspects even further?
    If by "meaningful" you mean all the rehashed skills that they've been returning to jobs over the years that had gotten cut.
    My WHM hasn't gotten any meaningful character progression since HW as everything else, barring 3 skills, is a rehashed version of something that I either already have or lost in some way in the past with minute differences.
    Temperance = Divine Seal
    Divine Benison = Stoneskin
    Aqua Veil = Protect
    Afflatus Solace = Cure 2
    Afflatus Rapture = Medica
    Afflatus Misery = Aero 3

    That leaves only Thin Air, PI and Lilybell as the only new skills that weren't already accounted for since HW and Thin Air was lowered down to 58 so it's already available in HW. One could even argue that Lilybell exists to serve as a replacement for scenarios that were previously handled by pre-nerfed Thin Air+Cure 3 spam but being locked away at level 90 means it can't even be used in half of those scenarios in the 1st place so it's even less useful in that regard UNLESS a low level version of it was available.

    This might only be true for WHM but strictly speaking, there are a number of skills that could easily be brought down to a lower level without much issue in regards to balance since they were previously balanced with other skills and abilities being available at the time.

    Quote Originally Posted by KatiaRelanah View Post
    the real lazy thing would be level cap rotations being simplified to 1-2-3 with one or two OGCDs acquired by L50, and then just making you stronger by traits like "skill 1 becomes SUPER skill 1" or "all damage increased by 10%".
    This is literally MNK past level 60
    (1)
    Last edited by Silver-Strider; 04-06-2023 at 12:50 AM.

  8. #38
    Player
    SXTC's Avatar
    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    520
    Character
    Guardian Angel
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by magitekLuna View Post
    why as we go lower that current level content we lose skills. as of lvl 90 any thing under lvl 60 is close to not playable and under 50 even more so. why not let you have the skill but adjust them for the content ? then there be some lvl of fun in this old content that out side of being forced in to by roulettes no one really do.
    I honestly agree with this.
    It would also be fun for newcomers to get an impression of the skills and spells they might acquire once they reach higher levels.
    (1)

  9. #39
    Player
    aiqa's Avatar
    Join Date
    Jul 2019
    Posts
    334
    Character
    Eleasaid Seraqa
    World
    Zodiark
    Main Class
    White Mage Lv 100
    The problem with FF version of level scaling is that it makes content worse over time. In ARR 2.0 the level 50 content let you use the full extend of your class' skillset. And while that skillset had very different abilities than a level 90 skillset nowadays, it still felt like playing a fully developed class. But now classes have so few abilities at level 50, it feels a bit like a level 1 class doing starter quest for hunting boars. And if FF continues to progress like in the past, that will get worse up the level stack more and more.

    The arguments about level 50 content that isn't designed for level 90 abilities is not valid afaik. That level 50 content was originally designed for very different classes anyway. And those higher level abilities do not sufficiently create new gameplay mechanics that trivialize content. It's more about balancing damage/healing/mitigation, and that is actually easier at level 90 than with existing level scaling. At level 50 class balance is completely out of the window. It would be much preferable to take the far better balanced level 90 classes, and only give them potency/mitigation nerfs when level scaling to bring them in line with lower level content.

    So I fully agree level scaling should be changed, both for balance and for fun.
    (1)

  10. #40
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    681
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Dancer Lv 100
    Quote Originally Posted by SXTC View Post
    It would also be fun for newcomers to get an impression of the skills and spells they might acquire once they reach higher levels.
    This isn't what would happen at all, what would happen is that the newcomer would just watch a level 90 SMN blast Denn the Orcatoothed with Akh Morn+Deathflare, end the fight in 3 seconds, because even with sync'd down stats you aren't meant to have a 1300 pot attack at that level, and feel like they didn't get to play the game at all, it sure is something fancy to look at but being carried isn't always fun.
    (4)

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