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  1. #1
    Player
    Klaleara's Avatar
    Join Date
    May 2020
    Posts
    104
    Character
    Sylveras Wolfedrake
    World
    Jenova
    Main Class
    Black Mage Lv 85
    Quote Originally Posted by Azureskies01 View Post
    I'm saying as long as the 50+ stuff feels good to play it doesn't need the full kit because FFXIV has never had lower levels have the full kit. Like all you are arguing for is changing the game for the worse with the excuse of "I wanna hit more buttons!".

    Does it make running min ilv stuff kinda funny/dumb, sure. That is a small price to pay for the way the classes grow as you level through every expansion though..... unless you take the level 50 min ilv super seriously. If you do then I suggest you go get help.
    Heavensward very CLEARLY created a theme, and type of rotation that had fun in mind. ARR absolutely did not. I've thought SO MANY classes were absolute garbage until I hit 55-60 area, where a single change actually makes the class fun, and gives it a cool theme to work with.

    As far as I'm concerned, the low level dungeons/trails/what not is one of the worst aspects of FF14. I spent all this time leveling and, and hitting cap, just to find out that I spend most my time not actually using my new abilities.

    Imo, scale it as best you can. And just hide the abilities from players who haven't reached high enough to see it.
    (2)

  2. #2
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    748
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Valence View Post
    On what metrics though? The higher your job level compared to the dungeon, the less damage output to make up for all the additional abilities? Jobs don't exactly have a linear progression in leveling, what would end up being fine in certain cases would go completely overboard either way in others.

    On top of what people already brought up, you're literally introducing one more variable affecting damage (and wildly at that) on top of gear differences and skill level and you could end up with the same dungeons taking 30min with some groups and 5min with others.
    I'm not sure what you mean. All that matters, at least in terms of defeating enemies, is DPS. Level 90 does X DPS. Level 1 does Y DPS. To make them equal, X*(Y/X).

    It doesn't have to be precise either since damage variance exists for a number of reasons. A fresh level 15 in Satasha is going to deal less damage than a level 15 that ran Hall of the Novice. Both will deal less damage than someone in Ironworks gear. There is even more variance if someone didn't do job quests to unlock abilities. Whatever errors are made in syncing down damage will be covered by everything else and be undetectable. Dungeons won't take any more or less time than they do now.

    Quote Originally Posted by ovIm View Post
    To those that argue against potency synching: It really isnt all that hard. Really, it can theoretically all be calculated in an Excel sheet.
    1. Let Excel calculate the Potency Per Minute (PPM) for each class, for each level
    2. Let Excel calculate the difference between PPM for each level, from each level
    3. Implement a debuff that reduces Potency by n%, as determined by your level, and the aforementioned Excel sheet.
    Exactly. I'll just add that a per class adjustment can be skipped if the scaling already in use for enemy HP is used for the ratios.
    (3)
    Last edited by PyurBlue; 05-27-2024 at 06:30 AM.