People don't leave Praet because of anything regarding balancing, they leave Praet because it's a 30 minute dungeon with maybe 10 minutes of gameplay, even if you actively enjoy how Jobs play at level 50, Praet can still be pretty miserable.


I feel like I'm missing something here, lol. I just suggested basically what I thought the devs would do. Which Atreus is right. It's barebones and lazy. But the devs have never tried being very innovative when it comes to reinvigorating some life and entertainment into old content like ARR dungeons.
What I meant by my previous post is that if people suddenly have their whole kit in older content, then it would not only make the older content even easier and trial than it already has been. But may even cause some players to become inpatient with new players who don't yet have even half of the kit on ther job compared to their more experienced/further ahead counterparts. Thus it may cause those vet players to leave immediately.
Meh, I could be wrong, but that's just what I was thinking with my dumb Lala brain, lol!
I'd prefer if older content were hard adjusted to match the level and gear of all participating players, if I had to make a different suggestion. That way older content wouldn't be as easily steam rolled and experienced players could have their full kits without them trivializing the older content further.
Last edited by TakoyakiLala; 02-02-2025 at 01:07 PM.
If they're lazy, then it'll feel unbalanced. I think if they're smart with restricting maximum potencies (see my earlier comment), then there's a world where synced players are not enormously more powerful. They could also easily reduce the difference between "average item level" and "item level cap" for each duty because, as it stands, that gap is huge. Just look at the Crystal Tower raids. You don't even see mechanics anymore because of how many item levels OVER the requirement you get to be.I feel like I'm missing something here, lol. I just suggested basically what I thought the devs would do. Which Atreus is right. It's barebones and lazy. But the devs have never tried being very innovative when it comes to reinvigorating some life and entertainment into old content like ARR dungeons.
What I meant by my previous post is that if people suddenly have their whole kit in older content, then it would not only make the older content even easier and trial than it already has been. But may even cause some players to become inpatient with new players who don't yet have even half of the kit on ther job compared to their more experienced/further ahead counterparts. Thus it may cause those vet players to leave immediately.
Meh, I could be wrong, but that's just what I was thinking with my dumb Lala brain, lol!
I'd prefer if older content were hard adjusted to match the level and gear of all participating players, if I had to make a different suggestion. That way older content wouldn't be as easily steam rolled and experienced players could have their full kits without them trivializing the older content further.
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Ze Quote:If they're lazy, then it'll feel unbalanced. I think if they're smart with restricting maximum potencies (see my earlier comment), then there's a world where synced players are not enormously more powerful. They could also easily reduce the difference between "average item level" and "item level cap" for each duty because, as it stands, that gap is huge. Just look at the Crystal Tower raids. You don't even see mechanics anymore because of how many item levels OVER the requirement you get to be.
My dumb Lala brain didn't quite understand the example in your older post, but I get the jist of what you were saying through the beginning of it and pretty much everything you say in your latest one. I really like the idea, because I WANT to enjoy older content as close to as humanly possible as to how it was when it was first released.A system of traits that caps your potencies when you sync every 10 levels I think would be the way it has to be done in this game.
For example, at Lv70, PLD has the Holy Spirit combo through Requiescat at 600 potency each. If you want to use the whole Confiteor combo at that level, you'd need a trait to cap that combo at 600 potency. Atonement combo on the other hand could be capped at ~260, a rough average of your 1-2-3 combo.
That's the kind of trait finessing I think you'd need to use to make this work.
EDIT: Also, it's been discussed to death because the higher the level cap gets, the worse the level sync experience feels.
This is pretty much, as far as I can tell exactly what the dev team should do to keep older content fresh, alive and enjoyable for all without having the need to limit higher level player's job kits. :3
Last edited by TakoyakiLala; 02-02-2025 at 02:19 PM.
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