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  1. #1
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90

    Rethinking Level Sync

    While a lot of people have suggested that we should just keep our entire kit as we level all the way down, it's clear that SE's design won't accommodate that without a lot of changes. However, I believe there's a middle ground where we sink to specific points rather than exact levels.

    Instead of syncing to a kit that's within five levels of the dungeon or FATE you would sync up to the max level of that expansion's content, with an additional sync point at level 30, for content below that level. Level 30 has always been a special level FFXIV as that's where Heavensward jobs start. It's also far enough along that you should have enough of your kit to be interesting.

    To be clear though, you would only sink up to a level you had earned and not above, so a level 15 rogue is not going to sync up to level 30 in the starting dungeons.

    The main benefit of this is that SE can focus on creating a compelling low-level job experience at level 30 including an AOE kit and any other role-critical skills.
    (4)

  2. #2
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,016
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    SE can design classes and jobs to have compelling kits and story lines independent of changing (or not) how level sync works. I have my own hot take on class/job design in another comment.

    Designing classes and jobs such that they have coherent, fleshed out kits at Lv. 30, 50, 60, etc. goes a long way towards solving any issues with level sync, even without changing how level sync itself works.

    The reverse does not. For example, right now, syncing a Lv.87 WHM running Lv.53 Sohm Al up to Lv.60 still results in a garbage-feeling kit because Afflatus Misery is all the way up at Lv.74 and Afflatus Rapture is all the way up at Lv.76.
    (1)

  3. #3
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Honestly just develop the jobs to have full fleshed out kits at 50. Everything after that is either another charge or a straight up upgrade of the skill.
    (2)

  4. #4
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,841
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Derio View Post
    Honestly just develop the jobs to have full fleshed out kits at 50. Everything after that is either another charge or a straight up upgrade of the skill.
    I agree with this to a degree I think Jobs should have their Baseline Kit out there.

    I'll Give a example of Paladin as the Job to me feels like nothing even resembling a paladin until level 70.

    To me a Level 50 Pld should
    1) Have Magic gained after the Base Gladiator class (aka 30-50 you should have some baseline magic skills and the concept of divine might by then), It Could be a weaker baseline version that gets upgraded in hw/stormblood when you start to get magic skills.
    2) Have eariler version of Atonement, similar to having magic earlier we should introduce its base rotation lower.
    3) Have some early sustain, this is more to keep it in line with other tanks instead of having to wait until 82/84 which is absurd. In turn other tanks should get short mits around holy sheltrons level.
    4) Even having a weaker version of some utility skills such as Veil.
    5) Give gap closer, we can have a trait at 74 that it becomes two stacks, Not having a gap closer until then feels awful for tanks, pld especially who has to wait so long


    Not everything has to be introduced, but I think a Job should feel like itself when its 50 aka max level. This would go a LONG way to making early content more bearable. I don't even think it will be overwhealming aslong is its steadily introduced during ARR.

    Another bonus I'm adding is Level synch needs to actually synch you more closer to min item level, dungeons/trials in arr feel like a total snooze fest because you're way too over geared.
    (0)
    Last edited by Rithy255; 05-12-2024 at 05:41 AM.

  5. #5
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    There are approximately 16 leveling opportunities up to 30 and another 6 or so from 30 to 50 unless they start giving you a lot more between 30 and 50.

    If they gave you an ability at 1 and then every even level, you're looking at 26 by level 50. That includes role abilities as well as traits that change up abilities. I guess a challenge would be to create a satisfying level-up experience for the first 50 levels.

    It's one thing to say, "just make it good at 50" and another thing to actually make it work in the real game. I'm certainly willing to try.
    (0)