I think all that could be easily solved if dungeons scaled up to you instead of you down to the dungeon.Yeah. That's largely the problem. The instanced content is not going to be more fun just on the basis that kits are fully unlocked. It'll just mean things will die faster. And they die pretty quickly already.
Class design and progression across the board genuinely needs a decent, not-lazy overhaul, along with balance reworks across all content.

Just to jump in here, that is not what I meant with that. The way this works in most MMOs where you have all your abilities is that while you have all your abilities, they are scaled down so you do the same damage as someone who has only a few of them. It is dynamically scaled to make sure everyone is doing the damage they should be at that level, not to make content faster. I get your point of making it skippable, that is another issue entirely. I was mostly speaking on the point of if you do old content you can play the same class as in new content.
Yeah. I understand what you mean. My contention is that even if you do apply that dynamic scale, you'd be giving considerably more effort in what's honestly pretty underwhelming content. Now... If the bosses are also scaled up, or there are changes to stats and Ilevels, and rebalancing across the board.. maybe even with new mechanics to keep people on their toes, I think that'd be pretty awesome. Like. In the spirit of being fair and forgive me if I'm not understanding this at all - but with dynamic scaling applied, you'd have players putting in less effort due to having less buttons to press, but still doing similar-ish amounts of damage as players who'll need to do their full rotations for upkeep? Not that I expect many old bosses to survive before anyone can finish a full rotation at present.Just to jump in here, that is not what I meant with that. The way this works in most MMOs where you have all your abilities is that while you have all your abilities, they are scaled down so you do the same damage as someone who has only a few of them. It is dynamically scaled to make sure everyone is doing the damage they should be at that level, not to make content faster. I get your point of making it skippable, that is another issue entirely. I was mostly speaking on the point of if you do old content you can play the same class as in new content.
Yes, we do. You're just thinking about it in absolutes. There are absolutely creative ways to scale abilities that are different than what WoW does, such as through traits.
We need both. Most content gets "neutered" because of item level caps. Item level caps need to be reduced for most pieces of content to either at or close to minimum iLv or the entire experience will remain as mundane as it always has been.What we do need is for them to stop neutering that content, while making class design/progression somewhat enjoyable again. If you allow us the full kits, as they stand -at the moment-, you'd be taking an already mundane experience and slapping a fast forward button on it. .. I'm not a big fan of fast forward buttons - at that point I'd rather just let people skip content entirely to get to the 'good content', or whatever.
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There'd be a pretty big difference between just unlocking the entirety of the kit for older content -with- and -without- checks and balances like an entire 'traits' system. As it stands, simply hitting the unlock button is not going to improve the experience. It will certainly make it quicker, but 'better'? Reduced item level caps would certainly help, but so would mechanics being re-worked, like what WoW did with some of their earlier dungeon content.Yes, we do. You're just thinking about it in absolutes. There are absolutely creative ways to scale abilities that are different than what WoW does, such as through traits.
We need both. Most content gets "neutered" because of item level caps. Item level caps need to be reduced for most pieces of content to either at or close to minimum iLv or the entire experience will remain as mundane as it always has been.
I think we agree, because just flipping the switch for abilities would be terrible. It does need potency capping at different level thresholds.There'd be a pretty big difference between just unlocking the entirety of the kit for older content -with- and -without- checks and balances like an entire 'traits' system. As it stands, simply hitting the unlock button is not going to improve the experience. It will certainly make it quicker, but 'better'? Reduced item level caps would certainly help, but so would mechanics being re-worked, like what WoW did with some of their earlier dungeon content.
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I am more inclined to create the whole kit or almost whole kit by level 15. And then upgrade the abilities to new sparkly things and add maybe one new cool ability each expansion. That is if we are getting complete reworks in next expansion. You would keep the same kit but it would look more inline with the game and not having access to the level 100 move wouldn't be that bad if all the rest worked properly. SMN rework has the rotation figured for higher level but when you synch down you are missing those skills so you get a few ruins just because.




This can only work with certain abilities, not others. There is no way to "scale" something like Benediction, whose entire existence is based on it being the "oh crud" button giving an instant-cast 100% heal. There is no way to "scale" a tank having a skill granting invulnerability. And good luck making DPS classes equal in usefulness through scaling when one has multiple AoE spells and the other doesn't have any yet.
At a certain point we need to say fuck it. Again, there are creative ways to do this. People are too worried about it "becoming bad" when it already is. Full stop.This can only work with certain abilities, not others. There is no way to "scale" something like Benediction, whose entire existence is based on it being the "oh crud" button giving an instant-cast 100% heal. There is no way to "scale" a tank having a skill granting invulnerability. And good luck making DPS classes equal in usefulness through scaling when one has multiple AoE spells and the other doesn't have any yet.
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Benediction is already available at level 49 and it's something like a 3-minute cooldown. How exactly would it break the game to have it available at level 16?This can only work with certain abilities, not others. There is no way to "scale" something like Benediction, whose entire existence is based on it being the "oh crud" button giving an instant-cast 100% heal. There is no way to "scale" a tank having a skill granting invulnerability. And good luck making DPS classes equal in usefulness through scaling when one has multiple AoE spells and the other doesn't have any yet.
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