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  1. #11
    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
    Given the number of skills and abilities that SE has removed over the years, I don't see why it would be so difficult to repurpose them to be low level versions of existing skills. SE themselves set a presidence for it when they reworked MNK by not only lowering the level they unlocked their Chakra System but also reintroduced Steel Peak and Howling Fist as low level Chakra skills that upgrade via traits.
    (5)

  2. #12
    Player
    arstoka's Avatar
    Join Date
    Jun 2024
    Posts
    107
    Character
    Hisato Yoshida
    World
    Balmung
    Main Class
    Samurai Lv 100
    It would be nice for some re-working for lower levels.

    As an example, I recently started levelling SAM on an alt and went into Stone Vigil in a roulette. It was wild to me that, in order to be able to get Tenka Goken (300 potency aoe), I was required to do a 3 button, single target combo of Hakaze, Shifu and Kasha in order to get a sticker whereas I only had to hit Fuga and Mangetsu aoe combo in order to get a sticker.

    I'm not sure the thought process behind locking the Oka aoe to level 45 when Fuga is unlocked at level 35 and Tenka Goken is unlocked at level 40? It really feels like you have to go out of your way during pack pulls to use an aoe that you "technically" have access to.

    It's certainly not intuitive, especially if you're under the 45 level sync.

    I get that you unlock Kasha at level 40 but would it be too much to unlock Oka as well? It's 120 like Mangetsu (and I'm pretty sure people could manage learning a new single target with an aoe).

    I get that by moving Oka to 40 there would be no 45 level skill but maybe they could toss in a lower level Hissatsu: Shinten that could be upgraded at level 52 instead?

    I'm sure it's been noted before but that's just my two cents lol
    (1)

  3. 06-01-2024 05:15 AM

  4. #13
    Player Kathryn's Avatar
    Join Date
    May 2012
    Posts
    546
    Character
    Nanapie Kimura
    World
    Ragnarok
    Main Class
    Arcanist Lv 28
    Quote Originally Posted by avaule View Post
    If they don't want to give us access to all our skills when we down-sync to content like in GW2, could we at least get all the skills for the expansion that content is in? So, for anything ARR (1-50) we get our level 50 kit, for anything HW (51-60) we get out level 60 kit, etc. The jobs tend to feel a lot more cohesive at the level caps.
    I've been saying this for years, it feels terrible losing access to abilities you've used for a long time just because it s a low lvl dungeon, SE really need to look at removing this design.
    (3)

  5. #14
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,030
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by avaule View Post
    If they don't want to give us access to all our skills when we down-sync to content like in GW2, could we at least get all the skills for the expansion that content is in? So, for anything ARR (1-50) we get our level 50 kit, for anything HW (51-60) we get out level 60 kit, etc. The jobs tend to feel a lot more cohesive at the level caps.
    I could definitely get behind that. May have to split ARR in two (1-30) to job unlock, then (30-50).
    (1)

  6. #15
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,216
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    I posted this elsewhere, but I think every class/job could afford to have more actions unlocked at level 1. The sweet spot seems to be around 5-7 actions as to not be overwhelming. I also think that new players should start the game with 3 hotbars on their HUD by default 1. to show them that they have a lot more room to work with when assigning keybinds, and 2. to prime them that each job will grow into them.
    (3)

  7. #16
    Player
    GTK0HLK's Avatar
    Join Date
    Jul 2020
    Posts
    1,072
    Character
    Selene Halflight
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    TLDR of how I feel, we can't really talk about the progression feeling until the jobs are either:
    More or less Complete, or No longer Developing vertically, but horizontally.
    [Specialization]

    The Vastness between the skills becomes so Egregious, that level 30 doesn't mean much in terms of the role having such change or differences when gaining their full role.

    [We won't get the Former til at earliest 8.0

    The Latter, isn't as terrible atm, at all. As much as some believe.]

    Simply put, it'd be easier to say what specific skills or when the jobs should have a simple form/mockery of the endgame rotation at lower levels.

    than say what we already know can't be completed/don't til they've reached the games end of Homogenization(Earliest 8.0), or the gap is so egregious that the jobs can't function at 50/60/70/80/90 and 100 in a month and some days. (They are very serviceable and functionable. and regardless of what everyone thinks of the balance/changes/removal/addition. and generally fits overall)
    (1)

  8. #17
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    One solution is to give functional but less fancy skills that do certain things at lower levels, like a tank gap closer at 40 without damage and similar. That way there is still progression (no damage-damage->more charges) but jobs don't feel half-complete before 70/80/90.
    (1)

  9. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,840
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'd just like to see half of the total number of skills (either requiring new buttons or providing mechanics-bearing or otherwise gameplay-noticeable upgrades) squished into 1-50, and the remainder spread evenly or decreasingly (more nearer to 51, fewest nearest to level cap) thereafter.

    At present, the density of any acquisitions one can see without a parser is least between 31-50, of all things. Why?

    We should have a decently fulfilling kit by 50. If we're going to forbid any meaningful difficulty from providing that, we should at least do so through compressing our total skill acquisitions towards earlier levels.
    (0)

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