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  1. #1
    Player
    Zadood's Avatar
    Join Date
    Oct 2023
    Posts
    147
    Character
    Melinoire Morandy
    World
    Kujata
    Main Class
    Sage Lv 90
    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 told you already, as a new player I would have absolutely hated:

    1) a dungeon lasting barely 5min with mobs that keel over as soon as they get one hit
    2) being essentially totally outmatched and useless compared to synced down players that come to run the roulette
    3) rouletters are already speeding through everything like if their life depend on it, you'd essentially get the new praetorium sprout experience before they made cutscenes unskippable
    Now, that's a valid point and reason I been asking for, but still, if combat system were fun to begin with, such issue would be significantly less likely happen.

    Quote Originally Posted by Valence View Post
    Your logic also holds no ground whatsoever, if the combat and leveling design is dogwater, boring, janky unresponsive and not fun at all, then how is making the content skippable as fast as possible an actually good answer to it in any shape or form whatsoever? Fix the combat or at least the progression leveling system instead of making all the content skippable or bordering on unsync levels...

    The design is boring and bad, instead of fixing it, let's just give players ways to skip through it all faster? I actually can't believe I read this.
    If a disease can't be cured at all, might as well as ease the pain it wrought.

    The thing is, the only way to fix it is to completely overhaul the combat system, something SQEX will rather shutdown FFXIV than actually overhaul it.
    At this point, asking CBU3 for a glamour system overhaul, update the character creation is much more realistic wish compared to total FFXIV combat system overhaul.
    So, with the total combat system overhaul possibility is completely out the window, let's ask for fix that actually within boundary of their ARR's spaghetti code.

    If Yoshida-san didn't rush the FFXIV ARR to be launched within PS3 life's time, and instead, polish FFXIV ARR further more and release in PS4 life's time.
    You and I would be complaining stuff other than this thread.

    Another solution would be,
    Let the player enter any dungeon with full job abilities, but at the time apply individual ilvl sync base on how much out-leveled players are compared to the dungeon they are in.

    For example,
    Satasha has 20 ilvl sync, if a player entered that is within 25lvl - 34lvl, the ilvl sync for that player would be 18 instead of 20, if 35lvl- 44lvl, the ilvl sync would be 16 instead of 20, and so on until 10 ilvl sync for folks that is max level
    (1)
    Last edited by Zadood; 05-27-2024 at 09:35 PM. Reason: Forgot leaving an important suggestion