Quote Originally Posted by Kirutsuki View Post
For sure, I just meant that the problem of overleveling so easily causes you to have abilities you should not yet have, which causes the issue of removal of abilities when you get synched down.
And you end up in a situation where you have all of these abilities, but almost nowhere to use them outside of overworld and you kind of would want to practice using those abilities. And unless you know where and how to find optional dungeons for level 45-50,
Holy and Regen for example become abilities that are constantly greyed out when you do decide to hop onto a dungeon or leveling roulette.
Ah okay I see what you mean now. Getting new skills and not knowing how best to use them is something I've wanted addressed too, preferably with job quests where you would THINK they would be designed to help you learn how to use the skills they JUST gave you or you leveled into, or how for signature skills like AOEs, every job should be getting theirs sooner because it's bread & butter for all dungeon runs and yet most don't get them until 30+.
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Quote Originally Posted by Kirutsuki View Post
And to that I don't know what the solution would be outside of moving job abilities away from job quests and into MSQ progression instead.
Or just allow all abilities in dungeons regardless, which probably would make low level dungeons from lvl16-40 waay too easy.
My suggestion in another topic is that all skills are indeed obtained on leveling up, no longer tied to job quests completion to unlock them. HOWEVER, completing at least one job questline is mandatory for MSQ progress (so you don't have to play every job, just the one you want to main), and the job quests ACTUALLY TEACH YOU how to use the skills and when. The job quest that gave you Regen no longer gives it to you for example, but completing the quest requires proper use of Regen to complete it. Other healer job quests would likewise account for how THEY work and wouldn't just be copied and pasted even when learning similar skills, so even for those doing all 4 healer questlines, they're still unique experiences.

The general theme of job quests is that you're picking up a new vocation, where in some cases you are literally the first person in CENTURIES to have earned the right to possess the job crystal. You'd think the game (both from a play and narrative perspective) would be better at emphasizing this point beyond "here you go, figure it out on your own oh and, we reserve the right to take away the skill we just gave you at any time when you sync down". The whole thing just isn't very intuitive and at times even counter-productive to getting people settled into their jobs and even their roles, and I would not be surprised if some new people don't even use parts of their kits because they don't really know when its supposed to come into play, and/or the skill feels redundant to something else they already use or teaches bad habits. (Freecure still being on WHM is mind-boggling.)