KojiroSoma wrote:
What would be the point, honestly.
We could have had level cap increases back when we simply had gear with better stats.
Now that they have given our gear an item level, there's no point in having a job at level 50 or at level 55 If your gear is level 100, you're apparently level 100. It just means more hassle to level something up if they were to change it now again.
Monster damage is dependant on you being lv.50, there's a whole level penalty involved in damage that's taken and done. If you were to go beyond level 50 now, all the dungeons in the game would become instantly void.
Yeah............except entirely, completely wrong. FFXIV 1.0 is THAT way.
Alpha corrections and delta level checks flat out don't exist in ARR. The *only* penalty you find when fighting higher level monsters is the accuracy check of yours versus theirs (which is all your "evasion/miss" stat is currently). A higher monster has higher attack, naturally, but there's no "buff" they get due to you being a lower level. They have a higher crit chance simply due to the fact that they have a higher rating then you do due to being a higher level.
As far as defense? Monsters in ARR don't have defense nor magical defense.
At all. A Fast Blade/Heavy Swing/Heavy Thrust/etc. that hits a level 1 Marmot for 100 +/-5%, will hit Ifrit of any variety for 100 +/- 5%, and will hit Twintania or Nael Deus Darnus for 100 +/- 5%. A Fire spell that hits level 3 Eft for 500 +/-5% will hit Isgebind for +/-5%, and slams Avatar for +/-5%. If you pull 1337 deeps against one boss you're equally capable of pulling the exact same 1337 deeps on another. Higher health is the "more defense" you get when progressing through dungeons.
No, SE only handles defense changes on bosses with buffs they gain (or debuffs) -- Toto-Rak's Banemite (debuff when tail explodes), Ultima story mode (99.99% buff applied at the start), any boss with a stacking debuff mechanic, or Avatar (two buffs to damage taken/dealt if you ***** up towers).
Hell, *YOU* don't even have innate defense of any type because it's not tied to a stat anymore.
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The main thing that will change with higher levels is the Accuracy check system. Extremes can miss but their accuracy is high enough that they don't do it too often and even Ruin II/traited Flash doesn't lower it all that much (seeing the occassional Dodged on Mountain Buster is nice though). Coil bosses flat out won't miss at all due to the devs setting their accuracy so high.
Plus, the power growth will more than likely be lowered some via the rating system. They don't really seemed to have a scaluar model in play so when the cap's raised to 55/60/65/70/whatever the amount granted by a single stat/rating will be lowered to compensate for getting more and more of it on gear. If they go like they are already (all stats are pretty much based off of a level 50 model) then the previous bosses' accuracy will get slammed due to their internal rating not changing, but the game's new model is.
Catwho wrote:
They could increase the level cap only in new areas added, say in an expansion.
That is, you can get up to level 60 in Ishgard dungeons and the open world areas, but outside of them you're level synced back down to 50 and gear is capped at iLvl 120. I can see how they've anticipated this, actually, as some quests already tell you they are level capped to 50, and they have the mechanism in place to cap gear at iLvl80 in Frontlines.
FFXI did that with Chains of Promathia, only in reverse. All the 75s found themselves level capped down to 30, 40, 50, and 60 for entire swathes of the expansion.
That sounds stupid and pointless. Yoshi-P has already talked about eventually removing the level cap requirements on dungeons to just let people run it at their level (when people people in the future post expansions I'd imagine).
Chains of Promathia may have had one of the better storylines (I preferred WotG), but the forced weakening with all the level cap areas bullsh*t is the reason it was the least popular storyline even with the rings as a reward at the end. Even post Abyssea surveys it had the lowest completion rate of the player base, and why they just went ahead and abolished the level caps (and haven't put them back in anything since).
Seriha wrote:
I feel like there'll just be an ilvl crunch, myself. Stuff like dungeon greens might get relabeled to like 52, darklight to 55, relic to 58ish, and so on. So, those with top end stuff now could probably level to 60 and even start that endgame without needing upgrades, but eventually they'll have to.
If they were going to do an ilvl crunch they wouldn't had planned ahead and enabled the ilvl to show up to
four digits on your character sheet now would they?
Besides, I don't think we'll have to worry about the power growth too much in this game versus say WoW. We are getting stronger, yes, but everything, down to the calculations of damage are all linear. X of this will give you a rough power increase of Y. There's currently no diminishing returns on anything (outside of the usual more accuracy past 100% is pointless, haste mechanics always give exponential increases in power, and crit gives natural diminishing returns the higher you go, etc.) because it's all linear.
WoW's issue was the exponential increase of stats per tier, whereas here it's linear. I don't foresee it becoming an issue at all to be honest.
Edited, Aug 1st 2014 3:32pm by Viertel