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  1. #1
    Player
    Themarvin's Avatar
    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    2,285
    Character
    Sojitora Iga
    World
    Zodiark
    Main Class
    Monk Lv 100

    Lower the Synch Level on Alliance Raids

    It is Simple... it is all skip skip skip skiiiiiip mechanic on any of the previous expansion alliance raids.

    Please synch the ilevel to lower, so you will be forced into doing all the mechanics for each one of them....

    And yet again increase the reward and have more unique rewards for each individual alliance raid or special tokens that can be used for it.

    the ARR Raids would have you have do all mechanics, and you would get more game play same with HW, SB, SHB, EW and DT as well, once it become a previous expansion raid of course.

    It feels rather pathetic that you have to skip all the fun as it is.
    (25)

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,180
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    The fact that the only raids that maintain even a shred of their old mechanics are monestary, puppets and tower is just a joke especially as tower is literally the only AR of the 18 that still has every boss do a full loop of their mechanics before they die

    Like windurst makes two expansions in a row where the final alliance raid was outscaled before it even launched
    (8)
    Last edited by Supersnow845; 05-17-2026 at 07:32 PM.

  3. #3
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    789
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The fact that the only raids that maintain even a shred of their old mechanics are monestary, puppets and tower is just a joke especially as tower is literally the only AR of the 15 that still has every boss do a full loop of their mechanics before they die
    And best of all is that its unlikely to ever change, since we are already reaching the maximum synched stats.

    The problem i see is a 2 edged problem
    - You want people to feel stronger, so better gear must improve efficiency
    - You dont want the alliance raid to be diabolical at release

    To me, the 2nd problem could be resolved by simply giving items below a certain level a vitality buff that ensures the mechanics remain survivable. The damage output might be slower then, but it should at least feel balanced.
    (1)

  4. #4
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,910
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    I can get behind this, but level sync is only half of the problem with everything pre-SB.
    (0)

  5. #5
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    870
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Would be nice, but unfortunately unlikely.

    They even neutered old dungeons like The Vault completely.
    (2)

  6. #6
    Player
    flowerfairy's Avatar
    Join Date
    Aug 2022
    Posts
    174
    Character
    Agnes Nimue
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Every old content between ARR and SB has this problem, trials and raids too. I think it's especially disappointing you can't hear the entire song for the fights before they die.
    (1)

  7. #7
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    667
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Like windurst makes two expansions in a row where the final alliance raid was outscaled before it even launched
    When it comes to Windurst I don't mind so much the last boss being outscaled, it's like a placeholder fight.

    That said, yes, in principle I'm in favour of rebalancing these things.

    Quote Originally Posted by UkcsAlias View Post
    And best of all is that its unlikely to ever change, since we are already reaching the maximum synched stats.

    The problem i see is a 2 edged problem
    - You want people to feel stronger, so better gear must improve efficiency
    - You dont want the alliance raid to be diabolical at release

    To me, the 2nd problem could be resolved by simply giving items below a certain level a vitality buff that ensures the mechanics remain survivable. The damage output might be slower then, but it should at least feel balanced.
    An alternative (at the risk of being accused at release of being spongy) is for the devs to playtest the fights at min ilvl to set damage and then again at ilvl sync to calibrate boss HP so that all the mechs play out properly when everyone is doing their rotations properly. We know they can do this because they have to playtest ultimates to completion.
    (2)

  8. #8
    Player
    Khryseis_Astra's Avatar
    Join Date
    Dec 2019
    Posts
    1,808
    Character
    Khryseis Astra
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    I don’t know if I’d want them to lower the sync necessarily, but it would be nice to see certain mechanics play out, maybe by tying them to a percentage of the boss’ HP?

    Joined a party finder for someone’s first time through Aglaia last night and was sad they didn’t get to see the scales.
    (1)

  9. #9
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    789
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    An alternative (at the risk of being accused at release of being spongy) is for the devs to playtest the fights at min ilvl to set damage and then again at ilvl sync to calibrate boss HP so that all the mechs play out properly when everyone is doing their rotations properly. We know they can do this because they have to playtest ultimates to completion.
    Thats what i ment with 'feel stronger', if they just adjust it, getting the gear from it might feel pointless. Thats why i think its better to get abysmal dps in the beginning (plenty of savage raiders or those with tomestone gear will push the dps up).

    That they need to playtest it themselve at min ilvl is probably what they do now already. Hence at higher ilvls it feels weak, as that just isnt tested enough in regards of damage scaling.
    (0)

  10. #10
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    667
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by UkcsAlias View Post
    Thats what i ment with 'feel stronger', if they just adjust it, getting the gear from it might feel pointless. Thats why i think its better to get abysmal dps in the beginning (plenty of savage raiders or those with tomestone gear will push the dps up).

    That they need to playtest it themselve at min ilvl is probably what they do now already. Hence at higher ilvls it feels weak, as that just isnt tested enough in regards of damage scaling.
    At least if the HP and mechanics are calibrated at release for the maximum possible dps then you 'feel stronger' by virtue of not repeating mechanics but you also never run into the scenario where-by you're skipping half the actual fight because you're pressing buttons. Other than maybe shrinking the ilvl window (which I have suggested once and would still go along with), I can't really think of a sensible way to scale damage sensibly with power creep. To scale it directly would invalidate gains from ilvl outright and garner complaints and if damage at minimum ilvl were actually near-lethal then we'd see more "normal content is being made savage!" complaints.
    (0)

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