I Want FFXIV to Change



I Want FFXIV to Change so let’s talk about some Quality of Life Updates
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#ffxiv #mmorpg #discussion

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32 thoughts on “I Want FFXIV to Change”

  1. Games like SWTOR or TESO synch you depending on what zone you are and don't really limit your skills while doing so.
    But doing this for FF14 would mean changing the way raids and extremes work and it wouldn't be easy to implement. It would be neat on open world, playing with low level friends, tho.

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  2. right there with ya to advocate on the LEVEL SYNC. Would love to make a new friend and just tag along as their sidekick and help them when needed during our playthrough together in MSQ/Open world stuff.

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  3. The open world sync is bad idea. The only way it would work is if every player get a button that allows him to voluntarily level down, just him. Not auto sync all players in one zone. Cuz mob grinding for materials is a thing. And as a 90lvl player I can kill a lot of mobs with little effort. And ofc being to high lvl allows me to just walk through the zone without agro every mob that is close

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  4. Personally, I feel as far as skill syncing goes, I want to see it where you get in early levels your 1, 2, 3 combo, your AOEs, your kites and dashes, buffs, and maybe in some cases even your resource spenders, but they're "baby" versions of them. That deals simple damage and doesn't add much complexity to anything. Then as you level, your traits add additional effects, or procs to said skills, slowly turn them more complex and make them trigger more things until they finally become their endgame version. This way, fundamentally, everyone has all the tools needed to play optimally, but as you partake in higher-level content, you're still seeing more procs happening, more secondary rotations opening up, more buffs and debuffs, or dots, etc.

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  5. You know what would be an interesting change of pace: Do a "what if" for new jobs… like a selfish melee DPS that shared NIN's gear that's a pirate (or buccaneer or corsair) that uses a cutlass as the primary weapon with a pistol as the offhand. If we need ingame examples of this job… look at Limsa – it's full of them.

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  6. I am not sure but GW2 did and does a great job at synching for lower stuff. Please, if you think it is bad try it, GW2 i free (Basegame). I think keeping all skills and just synching down is good and works without the problems i hear often: no fun, unbalanced.. etc.

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  7. in all ff14 need to change yes some will be like no and some yes like blue mage the ppl i was playing with today agreed with we ff14 need to remove the limited we don't care if they remove doom etc just give us the awesome blue mage we love they can do it easy the more we look at it the more we see they can do it hint ninja' smn' sam' i would add rdm but don't like it but ya just let ppl play what they love its a mmorpg right?

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  8. Regarding level sync: I think being able to freely toggle level sync in the open is a shipped that already sailed. When ARR was new, the experience curve allowed FFXI-style level camps and it was competitive exp. Now, though, overworld exp is negligible. The only circumstances it would be useful for now is helping BLUs level in a less cheesy way, and completing challenge log entries for chocobo exp.

    However! Eureka absolutely needs a free level sync feature. A ton of people get stuck, or at least discouraged, bu the fact that they have to effectively solo most of each zone because everyone they could party with is already at the zone cap.

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  9. I wish you'd bring up new topics. Last few videos all sound the same. You've already mentioned the level syncing in the open world in another video, why spend a good chunk of this one talking about it more? I do agree that the full kit needs to be available at a low level. Poor black mages have no idea of endgame rotation till at least 70.

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  10. fflogs & parsers are such a HUGE part of ffxiv raiding.., and still PStation players are short handed..
    … just give us an opinional personal parsers, that only shows our own dps (if someone asks you your dps, saw it was off, you don't use it.., since Yoshi's argument was "we can't give players personal dps meters, because other players might ask your dps".., utter BS reasoning)

    … you shouldn't discriminate other players with anything, personal parser, names, regions, sex, race etc.
    … adding personal parsers will not change the behaviour towards others, the behaviour and punishment for bad conduct, will be the same as it now
    ..
    since 90-95% raiders have parsers, giving the remaining 10-5% (console players) just a personal parsers wont change the behaviour we already have..
    ..
    and a personal parser from SE could be turned into a gameplay sector like "try to achieve this dps in this area" like the sea, mountain, land thingie

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  11. Open world level sync really is just a necessity at this point. Always was, I feel, and I just wonder why it has yet to be done. Even more so if Yoshi has said it'd be easy to do. Then, please, just do it already. As for which method of syncing – either stick with the current loss of skills or leave us our full kit but scale it so damage output is relatively equivalent – I'm on the fence. There's pros and cons to both, and I'm not really picky about which happens. Only that it does.

    Button 'stacking' like the pvp versions, but the ability to create your own instead of presets? Yeah, I'd definitely like that myself. I'm kb/m player, so I don't have the actual space limit that a controller has, however I find that I just do NOT reach across the keyboard with one hand very well, so the space in which I have things placed is still limited, and anything that stretches beyond I manually click with the mouse instead of use the keyboard for. I'd much rather be able to stack things that chain together in one spot and cycle through them, and thus squishing everything else into more easily reached locations. Wouldn't work with all classes, of course, healers don't have much of a rotation to squish for example, so they kinda get stuck keeping all their buttons. Though I suppose you could far more easily set up something like a "thin air -> swiftcast -> ress" chain on one button instead of 3.. and then still have all 3 separated for other uses… I basically already have a macro doing that, it's just unreliable, so stacked buttons could cover for those sorts of things as well, and BE more reliable. (more reliable macros would be nice too, but I can sort of understand why you wouldn't want those too.)

    Lastly, I don't personally think there will be much concern about a level squish, since the purpose of that sort of thing is usually to get you through older content faster. But ALL of that content is still gated by how fast you progress through the story itself, not what level you are while doing it, so it really wouldn't make much difference outside of feeling like you progress (level up) slower, while maybe being stronger than you'd otherwise be now in the same parts of the story. The only reasons I could see them considering it would be, one, for the display factor of it. But we have had FFs that go above level 99, if not many, and I doubt anyone is going to really care about being lvl 100+. On the other hand, if say variable that stores your level is limited to 2 digits.. well, probably? easier to fix that then squish levels. Maybe?
    Second reason I could see them wanting to do it is for a similar reason to why they did the stat squish. XP values are getting too large and are impacting data transfer rates and thus need to be lowered. But at that point it'd probably be better to just change the xp values earned and required for the levelling process, instead of trying to reduce the total number of levels and subsequently being required to redistribute when you get skills along those levels as well. Because they'd have to do the xp gained/required side of things regardless, so lowering the cap is just extra work.

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  12. I hate losing my entire kit and effectively not being able to play my class when I get down-leveled but could allowing a nerfed version of a full kit create toxic environments in some content where people don't want to put up with a tank, healer, etc. that doesn't have all of their abilities rather than take one that does?

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  13. The one thing I would love them to remove is the 450 weekly tomestone cap like I have to grind anywhere from a week and a bit to 2 weeks just for one piece of amour depending on what piece of amour it is kinda sucks but tbh I dont see them ever removing the tomestone cap

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  14. So, if someone wants their full kit while level synced, they can literally just play a Blue Mage. Almost all of their abilities are already synced to level 1, which is why they outperform almost every other class in FATEs and even Treasure Map runs (where other classes are "penalized" when they get level synced.)

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  15. I really don’t see them resetting back to 60. I don’t pay much attention to WoW, so I’m not sure how they did it, as you say. 14 has too many dungeons. Would every existing dungeon, raid, trial etc become level 60? Or we’d be locked out of 61+ content? Levels are tied to the msq and dungeons. It would be much easier to just have something like 1000% exp bonus up to, say, level 60, then it becomes 500% to level 80, then 100% or 50% to 99 or 100. Past 99, make it so instead of character levels, your skills level. Your jobs lowest level character skill (like Cascade at level 1) including their upgrades, level up to 5 or 10. Weapon skills increase in potency, some actions increase in potency and/or cooldown reduction, radius, etc. Then the next highest skills that are unlocked with character level, will level up, and so on.

    This would reduce button bloat from the skills that would have to come with leveling past 100. And skills would level up only when you reach level 99. First expansion after 99, balance skill exp so all current skills level to 5 or 10 within a decent amount of time, increase end game boss resilience. Next expansion, skills level to 10 or 20, and so on. Maybe some skills even completely transform when they get to a certain level, to keep things from getting stale.

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  16. I'm going to disagree with the level down sync where you keep your complete kit. At least I think it's brilliant you can level sync to say lvl 20 – lvl 86 dungeons and get like small refresh on your rotations if you have not played a class for long time or are coming back from a break.

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