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Level Sync in Flashpoints should level to the old level of the Flashpoint, NOT 65.


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Posted

Title says it all. I have little difficulty running most flashpoints on my level 60 toons, but find it nearly impossible to do lower level ones. A friend and I created new characters with the intent to run them together as a team, doing all the missions and flashpoints in the appropriate story order. All was going well until we tried Hammer Station. The first time we had to face more than one mob at a time, they decimated us.

 

Formerly, flashpoints were relatively easy with a pair of players and their companions as long as you were within a few levels of the flashpoint's suggested level. There was still a decent amount of challenge (especially in boss fights), but it was manageable. Level sync is a good idea, but it's just not working as intended. My level 60s still have very little trouble with nearly every enemy, but when players are scaled up to match a higher level enemy, they fall short.

 

I still think level sync should be optional (especially in things like flashpoints where every mob's level can be adjusted rather than on planets where they can't), but I doubt that that is something that will happen any time soon. In lieu of that, however, it needs a significant overall.

Posted (edited)

I was literally just gearing up to write a similar thread. Level 10-59 Players should not be grouped with the 60-65 group of players.

 

And I am not slagging the lowbies... I cannot foresee me making it through False Emp on my level 15 Sentinel it would be impossible. Come on Devs, what were you thinking.

 

Just last night, my friend and I were grouped, (he's level 60 and I am 65) with a level 19 Tank and 16 DPS. You can imagine how well that run of False Emp went for that poor tank. Especially when trying to keep up with 2 level 60+ toons in the group.

 

1. It's not fair to the lowbies to be in FPs with the end-game players. Lowbies don't even have Taunts and Interrupts that are needed to be running False Emp and other previously "end-game" FPs. And gawd forbid one of the lowbies is a healer... they can't keep ppl alive and may not even know how to yet.

 

2. It's not fair to the end-gamers who just want to run in and kill stuff. End-game players SHOULD know their role and be able to use their skills.

a. End-game players should have the Option to run the lowbie FPs but only be grouped with 60-65 players.

b. Lowbies should only be grouped with 10-59 players. Or group it like you did in PVP with the 3 brackets.

 

3. OPS should be 55-65

 

4. Add in some sort of skill check to test whether ppl actually know how to tank and heal

-- the heal clickers in the new versions of the FPs are a bit ridiculous. How are ppl supposed to be end-game ready when, if in a jam, all they have to do is run to a heal object?

 

The issue with the queue not popping for lowbie FPs can be resolved quite easily... all GF queues should be universal to the GAME not server. Meaning -- pull players from all servers and queue and then group together.

Edited by Baby-Girl
Posted

For a surreal experience, go into Ilum normal mode (not solo, not hard), but with just your character and a companion. You won't be allowed to use the kolto stations (I tried, it refused to let me), and you'll have a challenge on your hands. I'm good enough to get to the two alien bosses just before the cave, and to take down the sabre-wielding alien boss before the gun-wielder finished me off.

 

(I have about 8 maxed-out companions, a human at level 50, and a sprinkling of datacrons. Jorgan was rank 10 in influence. I'm glad I tried it, but I'm not going to try it again...)

Posted (edited)
I was literally just gearing up to write a similar thread. Level 10-59 Players should not be grouped with the 60-65 group of players.
They can be, if the flashpoint is designed for this. Kuat was grouping 15s with 59s and it was hardly ever an issue because it was tuned so even four lvl 15 dps players could do it. New-old tacticals added in 4.0 are not like this. Better solution would be raising minimum level requirement for each flashpoint to whatever level it originally was. Foundry was designed with players around lvl 35, their abilites/experience, passives etc. Tactical version hardly changes that thus it makes zero sense to allow lvl 15 in it, not to evn mention completly nonsensical story progression (lvl 15 reaches Dromund and boom, queue for Foundry...)

 

Lvl 15 player doesn't need 25 Tacticals to pick from in Finder. Unlock new ones as the player and the story naturally progresses

 

The old system was perfectly fine
No it wasn't. Leveling flashpoints were long dead. Increased XP gains, Kuat, GSF, Bounty contract etc all added to their death. People no longer needed them to catch up on XP or they had much more other options, thus queues got worse and worse. Tactical/solo version are very much the right thing to do, but not the way they've done it Edited by Pietrastor
Posted
The old system was way better in a way that we had balanced groups, fps were not accessible until reaching a certain level cap, which was respecting the story progression curve etc...it was just fine.
Posted
I'd like the option to pick which version I want, original or bolstered. My buddy and I duoed the olds one to death and though we like the new experiences sometimes we'd like to do what we know, plus it was a good test of our gear and abilities to duo it with companions, now we'd like to do it with more options for them.
  • 2 months later...
Posted
I just discovered this before. I just want to run a few with my mate who is lvl 37 and I'm lvl 57. We really just wanted to play them ourselves on their intended levels, just to actually experience them and their stories, but now it's impossible without having to group with other people.
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