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  1. #10
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,251
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I want to be able to mentally calculate the progress I can make
    I do agree with that so I prefer when rewards aren't RNG but more like get 50-99 of whatever currency.
    you deal 200 dps, but the dungeon expected 100 dps as MAX (differences due to your power creep), well the excess is turned (filtered) into a reward
    What reward? Even endgame gear is mostly useless once you've bought crafted gear or farmed weekly tomestones for several weeks into the 9 month cycle.
    when the content gets old after a few patches, its easy, brain dead, and who cares about mechanics.
    They could just actually sync it properly. After all, they already sync previous-expansion content anyway - so it may as well be sync'd using Minimum Item Level and Silence Echo settings, like Leveling dungeons and Endsinger effectively are. It wouldn't prevent really good players doing above average damage and getting some sort of reward for it either.
    as reward rates should not go down, honestly they should go up IF you are doing well
    Then the reward rates (like minion droprate) would just go up passively as your gear level improves, without much effort to attack better.
    Of course you can't not reward players for their progress
    There are reasons to do roulettes for old content already.
    • Experience = progression.
    • Tomestones = gear progression.
    New Challenges: This will change the content slightly depending on how the filter is being fed and potentially by initial ilvls, allowing more powerful players to experience variations to add to the content, these challenges will result in rewards. Not every variation will be launched every time
    This would be useful with how bored people get of Expert Roulette. And yet we have some efforts in this area with Variant dungeons, they are just hidden away in a User Interface that the majority of players are not going to use the majority of the time like they do with Expert Roulette.

    The interrupt idea is interesting but the problem is that mechanics are often designed to work together in a cohesive sequence and missing one of them can potentially ruin the whole "difficulty" of the fight in the first place. This same issue can make randomizing the mechanics a bit of a problem too, especially if there's only 4 mechanics.

    In any case, they could have a vote at the start of the content to:
    • Add random gimmicks of some form, such as the regularly stacks debuffs that need Esuna or Counter Stance that counters all damage dealt back at the party (so you are effectively fighting yourselves).
    • Remove telegraphs.
    • Buff boss HP and damage output to threaten even tanks.
    So some mechanics above could be active rewards, like if you catch the ball 10 times you immediately gain a toy
    They do this sort of thing for Blue Mages so they could if they wanted to tbh. There are fresh weekly challenges for them as well as achievements for doing unique things.
    Hunts and important FATEs can use this system to reduce their spontaneous combustion.
    The best way to handle this, in my opinion, is a status on the hunt that reduces all incoming damage by the level difference as a percentage, and increases all outgoing damage by the level difference as a percentage. This would avoid needing to click a "Level Sync" button entirely and prevent the issue of it only affecting a certain amount of players.
    for example, tenacity suddenly adds a huge survive-ability buff
    Would be interesting if SE added nuances like that but it would need to go along with a more sophisticated power progression and strength/weakness system overall, which SE hasn't demonstrated being able to build successfully in recent years.
    homogenizing being one that has been ignored for a long time
    They haven't ignored it. They've even mentioned it in interviews how they are going to look at it in 8.0. But there have equally been voices asking for homogenization. When you say "my job doesn't have a gap closer, give me one", that's asking for homogenization. When you say "why can't DRK heal as much?" that's asking for homogenization. When you say "Sage can heal without losing DPS, why can't SCH?" that's asking for homogenization. And so on.
    Quote Originally Posted by brinn12 View Post
    Patch 7.2 is supposed to mark the beginning of battle content revamp
    That already began with 7.0. They specifically said the Expert dungeons and 8-person raids were examples of this. I think it would be fair to include their other high-end duties in this as well. However, the first tier is always easier than the later ones so they do of course plan to go a lot further in 7.2.
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    Last edited by Jeeqbit; 01-28-2025 at 07:45 AM.