FINAL FANTASY XIV Online

FINAL FANTASY XIV Online

D. Flame 16 MAR 2024 a las 10:39
Level Syncing sucks...
I get lowering your stats so that you don't body everything in low level areas, but locking you out of skills or even classes is just ridiculous. I really wish it just nerfed/capped your output instead.
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Mostrando 31-40 de 40 comentarios
Gugster 21 MAR 2024 a las 16:03 
High leveled players would have far more APM therefore more DPS, outclassing low leveled players. To make it work there would need to be some changes do stat sync and maybe some abilities oriented work (Holy, even with lower potency, would trivialize a lot of early pulls for a example).
Yes it could work with sufficient changes but SE would need to take resources out from new high level content so that you can use your rotation on Sastasha, is that worth it?
Not only that, you will need to put in more work as a high leveled player to get DPS done, that would make clears take a lot of time if the DPS don't know their rotation or at least try to do it.
Just do roulettes with a low level job so that you wont lose your skills. If u want to do it at level cap just level up a ''universally'' good job like White Mage or Warrior so that you can speed through queues, through clears and not lose your precious rotation.
edit: clarification
Última edición por Gugster; 21 MAR 2024 a las 16:04
nul 22 MAR 2024 a las 1:22 
Level syncing is a bandaid fix for another problem altogether. Duties being part of the story progression.

Duties are part of the story, which means in order for players to be granted the privilege to progress in a reasonable manner for a game they are paying for monthly...

They need to be able to queue for said duties and get automatically matched with players.
But who's going to queue? Other players at that part of the story? But then there's the role requirements, waiting for enough players to get that far, etc etc.

So they added an incentive model to make it so that players that are further progressed get rewarded for reclearing lower leveled duties (via roulettes)

But in order to not make those higher level players don't just completely invalidate the duty, they scale them down.

I feel like there's simply too many dungeons, and too many of those just shoved into the MSQ haphazardly. If there were less of them, they could make the fewer of them more enticing to do, by offering unique rewards, a fun experience, etc.

But as we have it, there's just several long stretches of nameless monsters that want nothing more than to basic attack the ever living ♥♥♥♥ out of the guy who arbitrarily makes them angry. Then a big healthbar that sits in the middle while the experienced players teach the leafy players how to solve a rubiks cube. The most RPG an MMO could ever have.
Publicado originalmente por nul:
Level syncing is a bandaid fix for another problem altogether. Duties being part of the story progression.

Duties are part of the story, which means in order for players to be granted the privilege to progress in a reasonable manner for a game they are paying for monthly...

They need to be able to queue for said duties and get automatically matched with players.
But who's going to queue? Other players at that part of the story? But then there's the role requirements, waiting for enough players to get that far, etc etc.

So they added an incentive model to make it so that players that are further progressed get rewarded for reclearing lower leveled duties (via roulettes)

But in order to not make those higher level players don't just completely invalidate the duty, they scale them down.

I feel like there's simply too many dungeons, and too many of those just shoved into the MSQ haphazardly. If there were less of them, they could make the fewer of them more enticing to do, by offering unique rewards, a fun experience, etc.

But as we have it, there's just several long stretches of nameless monsters that want nothing more than to basic attack the ever living ♥♥♥♥ out of the guy who arbitrarily makes them angry. Then a big healthbar that sits in the middle while the experienced players teach the leafy players how to solve a rubiks cube. The most RPG an MMO could ever have.
Again, Duties are invalidated ANYWAY, by being absolutely trivial.

Just yesterday I got sent into Copperbell as WHM. Aside from WASD I've been pressing 2 buttons on the last bossfight. Now, one of those buttons was Aero. Can you make a guess, which was the second button?

Stone or Cure?

Correct! Stone. I didn't even have to heal. So I seriously can NOT understand the argument that letting people retain their buttons (not stats, just buttons) is smh gonna invalidate the difficulty of the early game duties. THERE IS NO DIFFICULTY! It's a few minutes of time-sink.

If there WAS actual difficulty, if players had to make an effort to go through them, I'd... Actually shut up. Because that would be fair enough. The dungeon is challenging enough and requires paying attention and doing stuff right with the toolset you have. But when you - as the healer - turn into a third DPS, because Boss can't hurt tank fast enough, you can't say nothing about "This would invalidate the experience and difficulty" of the dungeon. I can't even claim that it was me being that good. I wasn't. I didn't have to do anything, expect for spamming Stone in the face.
Giganx (Bloqueado) 22 MAR 2024 a las 6:33 
Synching isn't really the problem; it's the fact that you have so little of your overall kit to work with for the majority of the leveling process. Every job should have at least close to it's full functional loadout by 30. Beyond that rewards for leveling should be mostly stat boosts.
scottwoodone 2 MAY 2024 a las 15:25 
To me it's very simple. Why is SE going to allow any player to use a spell that they wouldn't have till lvl 90 at level 25? Since you ar now lvl 25 you never learnd it to begin with. Your gear gives you an advantage already even synched down. What do you want? To solo the whole dungeon? That would cut out the fun for players that have never done it. And I agree the synching function does not need a change.
D. Flame 2 MAY 2024 a las 15:29 
Publicado originalmente por scottwoodone:
To me it's very simple. Why is SE going to allow any player to use a spell that they wouldn't have till lvl 90 at level 25? Since you ar now lvl 25 you never learnd it to begin with. Your gear gives you an advantage already even synched down. What do you want? To solo the whole dungeon? That would cut out the fun for players that have never done it. And I agree the synching function does not need a change.
I don't want to go into a sync mission and have my hot bar be useless because none of the skills I have on it are useable.
MOSLEY 2 MAY 2024 a las 18:08 
This sounds like a nice idea but I don't really see how it would work in practice.

How do you balance someone having AOE when they aren't supposed to have any yet?

How do you balance a healer having a full suite of oGCD heals when they're only supposed to have cure 1?

How do you balance a tank having endless mitigation and sustain when they're only supposed to have rampart?

You'd end up in a scenario where low level content plays out incredibly differently based on the level of the players that you get matched with, which could cause people to get annoyed when they match with low level players in low level content through roulettes. It's much better to just sync everyone down and make them all more or less equal.
D. Flame 2 MAY 2024 a las 18:30 
Publicado originalmente por MOSLEY:
This sounds like a nice idea but I don't really see how it would work in practice.

How do you balance someone having AOE when they aren't supposed to have any yet?

How do you balance a healer having a full suite of oGCD heals when they're only supposed to have cure 1?

How do you balance a tank having endless mitigation and sustain when they're only supposed to have rampart?

You'd end up in a scenario where low level content plays out incredibly differently based on the level of the players that you get matched with, which could cause people to get annoyed when they match with low level players in low level content through roulettes. It's much better to just sync everyone down and make them all more or less equal.
Put the oGCD on GCD when they are synced down.
burlymatt 3 MAY 2024 a las 2:52 
Just be honest and say 'I want my BLM to have big numbers all the time'.
Sheesh, play a class that has no AoE until about 45, it's just how it was but you've been playing at higher levels and going back shows you how far you've come, that is all that is happening. Yes it sucks for the 15-20 minutes that you have one mit and one attack but so does pretty much everyone else and numbers aren't big across the board. so BLM is still relatively high in terms of burst and DoT.

I am now at the point where doing levelling tends to put me at higher level content anyway, unless there's a free trial going on. And I know I will experience it again come DT and doing daily roulettes to get jobs to lv 100 but it's just part of the game.

I'm glad we don''t get to thunder through content from earlier times making it a pointless exercise in XP gain, which would have to be nerfed right down to reflect how risk-free the content would be if I had all my AoEs and songs and RNG attacks as BRD.

It's also the nature of a 'good' MMO. When City of Heroes was live,the initial sidekick system was awful. You had to be within a short distance of your mentor to maintain the level boost, if they died and teleported away mid-fight suddenly you were lv 5 fighting lv 45 mobs.
etc etc. Eventually they improved it and, as with FF14, if you were synced down you kept your powers up to a certain level.
MOSLEY 3 MAY 2024 a las 4:20 
Publicado originalmente por D. Flame:
Publicado originalmente por MOSLEY:
This sounds like a nice idea but I don't really see how it would work in practice.

How do you balance someone having AOE when they aren't supposed to have any yet?

How do you balance a healer having a full suite of oGCD heals when they're only supposed to have cure 1?

How do you balance a tank having endless mitigation and sustain when they're only supposed to have rampart?

You'd end up in a scenario where low level content plays out incredibly differently based on the level of the players that you get matched with, which could cause people to get annoyed when they match with low level players in low level content through roulettes. It's much better to just sync everyone down and make them all more or less equal.
Put the oGCD on GCD when they are synced down.

This would be worse than being level synced. Absolutely horrible suggestion.
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Publicado el: 16 MAR 2024 a las 10:39
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