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  1. #1
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90

    For levelsynch to leave abilities unlocked and only synch stats

    As per title, the thought occured to me:

    What if during level synched content (mainly dungeons) only your stats got reduced but you kept your abilities ?

    One of the main complaint I see and share about roulettes and running dungeons is that the vast majority of it is played at levels where most job do not have access to most of their skillset.
    While I understand this during the levelling/story portion as you progress and learn your job, once those abilities are obtained it is kind of annoying to spend so much time restrained from using them for a lot of the available content.

    Most of the dungeon content is not difficult to begin with, I don't think it'd change things that much, but will make playing the jobs there more satisfying.

    Plus, it lets new players see a glimpse of their future full kits when pairing up with synched players.

    Though I do understand that it might be a bit much sometimes, so maybe synching the abilities to (for example) 10 levels above the dungeon's cap to a minimum of 50 or 60? (just so synching to level 50 and less) doesn't feel as bad as it does now.

    Alright that's about it, just a passing idea I had while discussing with someone about partywide damage buffs and other mechanics.
    (1)

  2. #2
    Player
    ICountFrom0's Avatar
    Join Date
    Mar 2019
    Posts
    1,526
    Character
    Zedlizvez Mikasch
    World
    Hyperion
    Main Class
    Machinist Lv 100
    You want to work as hard as you do at level 90, to do 1 damage per button press?

    That'll feel horrible. Why would you want that?
    (3)

  3. #3
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by ICountFrom0 View Post
    You want to work as hard as you do at level 90, to do 1 damage per button press?

    That\\'ll feel horrible. Why would you want that?
    It's fun. I play videogames to have fun. I'm a simple person. lol
    (3)

  4. #4
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by ICountFrom0 View Post
    You want to work as hard as you do at level 90, to do 1 damage per button press?

    That'll feel horrible. Why would you want that?


    Well if I do 150dmg per swing anyway, isn't it more fun to do so with like... a complete kit instead of half of a combo ? Damage numbers aren't really relevant since they are scaled to whatever you fight anyway. I'm not saying you'll do level 90 content with level 50 damage number
    (2)
    Last edited by Kalaam; 10-17-2023 at 01:18 AM. Reason: Context

  5. #5
    Player ChonkGoblinSuprem's Avatar
    Join Date
    Aug 2023
    Location
    Ul’dah
    Posts
    201
    Character
    Kevin Foobar
    World
    Famfrit
    Main Class
    Fisher Lv 55
    skill issue
    (0)

  6. #6
    Player
    Mostly_Raxus's Avatar
    Join Date
    Jun 2017
    Posts
    487
    Character
    Rax Ryujin
    World
    Adamantoise
    Main Class
    Ninja Lv 100
    because it breaks the balance on the precious ultimate's that totally are not already botted and sold over many RMT sites and discords already or just completely mapped out thew the totally not mass used cactbot plugin for ACT.. *laughs in zoom out*
    (1)

  7. #7
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Mostly_Raxus View Post
    because it breaks the balance on the precious ultimate's that totally are not already botted and sold over many RMT sites and discords already or just completely mapped out thew the totally not mass used cactbot plugin for ACT.. *laughs in zoom out*
    How does this affect Ultimate Balance ? I'm talking about normal content.
    You can just have another setting that synchs abilities as well, just like you can fully unsynch.
    (0)
    Last edited by Kalaam; 10-17-2023 at 05:05 AM. Reason: Double quoted for some reason

  8. #8
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    This is a topic that comes up several times a year with the player base being divided whether it would be a good idea or not.

    The core problem is that potencies increase as players level up. Abilities learned later tend to have higher potencies; some skills learned early have their potencies increased through traits.

    That's going to leave things very unbalanced when the dungeons are designed to be completed by a party with all new adventurers with just the skills available at the dungeon level.

    There is fear that some players would kick the new adventurers from parties because they cause the dungeon to be cleared slower even if it means missing out on the first time completion bonus (which isn't that significant in most cases).

    While it seems fun to you to be showing off what you can do at higher levels, it may not feel the same to a new adventurer who has to witness it dungeon after dungeon after dungeon and knows they're contributing far less - assuming they even get to contribute before the party members using higher potency skills have killed things. The new player may not even really understand what they're seeing since they're still trying to learn the game.

    SE has chosen to do what they feel is best for the new player experience, which is to sync both job abilities and ilvl to what the dungeon was designed around. An explanation that we're reliving the dungeon through the Echo when we repeat a dungeon has been added to explain why we don't have abilities learned later.

    If you want to experience a low level dungeon with your full toolkit but with stats more appropriate to the dungeon, you can always select unrestricted party and equip gear appropriate to the dungeon's level with a like-minded group of players.
    (2)

  9. #9
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    I see your point, though would the potency increases be that drastic ?
    How about a middlepoint like the "10 levels above" ? The thing is moreso about not being bored to death when daily roulettes land you in dungeons with 30% of your kit
    (0)

  10. #10
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,154
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kalaam View Post
    I see your point, though would the potency increases be that drastic ?
    Compare: WHM Lv15 casting Stone for 140p vs WHM Lv54/synck15 casting Stone III for 220p vs WHM Lv90/synck15 casting Glare III for 310p. The difference between low level and max level in this case is more than double.

    Also keep in mind that even if you syncked the higher level player's actions down to the potencies that they should have at lower levels, each job learns new oGCD Abilities that insert into the rotation.

    A RDM Lv15 only has Jolt, Verslowspells, Scatter, Corps-a-corps, and Riposte. That means for trash they can only dualcast ST-AoE, they have no AoE Mana spender, and they have no AoE oGCDs. A RDM Lv90 can dualcast AoE-AoE, spend Mana on the AoE Moulinet attack, and use the AoE Contre Sixte Ability, and also have Fleche and Displacement for extra single target hits.

    A RDM Lv15 on single target only has Jolt-Verslowspell, a single melee Weaponskill for spending Mana, and Corps-a-corps. A RDM Lv90 can replace Jolt with Verfastspells, has a six step combo that includes three high damage spells, four oGCD free damage Abilities, a party damage buff, and an instant Combo Ready button. In the time it takes the lower level RDM to build up enough Mana for a single Riposte the higher level RDM can do an entire melee combo all the way up to the flower sword laser and in finishing that combo they'll already have built up half the Mana they need for the next combo.

    (I've used 15-90 to highlight the most extreme case but 50-90 would not be far off, as many jobs still lack their core actions at 50.)

    This means that keeping higher level actions in lower level content cannot happen without one of the following consequences:
    1. The higher level player's attacks would be very weak compared to the lower level player's, to account for the additional actions and trait potencies, which means the higher level player has to do far more work than the lower level player to put out the amount of damage expected at that level

      or
    2. The higher level player's attacks would deal damage representative of the amount of extra work their rotation entails and their damage contribution would be obnoxiously high, severely eclipsing the lower level player's contributions

    Further, the average player doesn't excel at their Lv90 job to begin with, so in case (1) many higher players would actually do less damage than expected and things would go slower on average. If the devs compensated for this, then (1) in general would also simultaneously be issue (2) for those players with higher skill at their jobs.
    (3)
    Last edited by Rongway; 10-17-2023 at 06:41 PM.
    Error 3102 Club, Order of the 52nd Hour

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