FFXIV Level Sync problems? Is there a better way? | Gaming Kinda



FFXIV Level Sync problems. Is there a better way? | Gaming Kinda

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15 thoughts on “FFXIV Level Sync problems? Is there a better way? | Gaming Kinda”

  1. I honestly think they need to introduce more of the core rotation earlier for all jobs and maybe just add buffed versions of those skills in the latter part of the leveling experience. Just an example, bring back shelved old skill cosmetics like Dark Passenger with a new skill effect though and reintroduce them as an earlier ogcd skill that gets upgraded to "Shadowbringer" or something like that. Just more active gameplay earlier on. I understand the desire to create a "baby's first MMO" but I feel like more skills earlier on would help the gameplay experience and maybe teach players to juggle more earlier. The concept of upgraded skills is a great way to get a core rotation in early that doesn't change completely later with new "upgraded" versions.

    This would essentially keep the same system of syncing down but not have the jarring effect of losing all your skills. They would just have earlier looking cosmetic effects of them.

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  2. The answer is no. The only way to "fix" many of the problems with the level sync would be to front load a lot more skills. The issue with that is that you're not going to get any new skills late game and they will all just be power ups to existing skills. You end up just trading one problem for another unless you do something drastic like with PLD's magic rotation.

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  3. Honestly, my only problem with level sync down is pre-level 50 content. I feel like the rest of content while easier with less available options, it's still fun to play. But going into a Satasha/etc is painful where you're clicking 2 buttons. Maybe they need to make those AI only dungeons for new players so anyone over 50 never has to sync down to content that low, maybe only 50 onward. Turn pre-50 into a single player game which they basically have done already but leaving option for players to play with people (but impacts roulettes)

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  4. Outside of just letting us use all our abilities when synced down–at the risk of alienating players still leveling their jobs and thus do not have all abilities (most notably raid buffs). . .
    The best thing they could do is give a more robust experience in what is unlocked when, or give a baseline of all skills and then enhance and flesh in the higher levels (berserk into inner release, jump + mirage dive opens life of the dragon, etc.)
    Because after a point of syncing down, you aren't even playing your job anymore, you're playing your class again but with a mask over it
    Some core skills to how jobs currently perform aren't unlocked until as far as Stormblood or even Shadowbringers
    And further still, there's massive QoL that happens at the highest levels (see holy sheltron at 82 and heals on your spells at 84 for PLD, no way to heal save clemency before it)

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  5. To me the main problem with level sync is losing all of our abilities and moving to a very basic and boring toolkit. I see the concern with just giving us all our buttons right at the start, as then we wouldn't get that reward of a new skill on leveling. But what if they were more like role actions, where once you get to the level where you learn the skill you have it forever regardless of level sync.

    If there is an argument that they want to take us back to how the dungeon was intended to be played, that is a fallacy because when the dungeon was created we probably had twice as many skills that they have since removed from the game. As a white mage, I remember having Largesse and Protect, and even Stoneskin before I started, and those are gone. As a scholar we had Miasma and swapping between our fairies to get access to the abilities we wanted. The tanks had more complex weaponskill combos where we could use a hate-generating attack or a damage one. I understand that to add new abilities to the jobs we have to simplify the legacy toolkit to avoid an explosion of buttons to manage. But combined with level sync this destroys the fun we can have in the lower level content.

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  6. So… best way I see to address the ability problem would be to give skills more levels. WHM stone is the best example of a skill with levels that changes based on level. Stone IV was I think the most satisfying feeling version, but even if you sync down to sastasha and have stone 1 it still works the same way even if it feels less satisfying when it hits, and then you get into Holminster and you hit lvl 72 and now it's Glare (which doesn't satisfy quite like that CHUNK sound with stone 4 but anyways…). Instead of tanks having their AoE combo later maybe they should have both at 15, but it's a less flashy animation, and it's a lower level version so the potency still works out the same as if you just spammed Unleash for instance. The problem with giving people all their skills upfront is you're moving the skill curve. You front-load the difficulty of learning the skills and combos. Which has pros and cons… but the biggest benefit doing this is you can let people have their combos and keep their skills even if they're diminished versions.

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  7. I'll be honest, when I came here from WoW (end of Cataclysm/original ARR) I was still ecstatic over the level sync system. No longer did I have to be carried through dungeon duties. And revise, I could help those of lower level without taking all the fun out of the place just because I was over-level. I still love the system, and the fact that it allows content to never truly go out.

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  8. My thought was an alternate sync option that just limits your dps output depending on the dungeon, so its your choice of class feel or proper level sync, that way no one is alienated by a change.
    (You keep all your skills but sometimes your damage “might” be artificially cut to be fair to players that are actually lower level or syncing normally)

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  9. Everything up to 50-60 feels like a tutorial because of how simple the kits are.

    Some OGCds could honestly be brought down, which also lowering their cooldowns, cuz these 60, 120s cooldowns just aren't fun.

    More APM.

    Also, give Kaiten back

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