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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
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.
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.
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.
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.
This would be worse than being level synced. Absolutely horrible suggestion.