I disagree. You're being carried when an entire group of people in your gear have no realistic chance of defeating the boss.
When I came back in November after a two year break, I was in a very awkward position at first. My -dt sets were mostly non-ilvl because ilvl gear didn't initially have a lot to offer tanks. In these sets, I was tanking as much as half a zone of Delve and 1-2 bossses at the same time, back when people were first killing delve bosses. They were good sets.
In November? I could barely solo (w/ trusts) 1v1 quest mobs in Reisenjima and I even had Tojil's 119 sword from years ago.
Sparks gear isn't well itemized so I didn't pick any of it up. I felt that I was better off in my old gear than poorly balanced 117 gear.
My friends wanted to play with me, and I'd be in XP parties or on bosses as a PLD, getting beat on while the Burtgang pimp PLD was on BLM. I was being carried.
So I leveled GEO even though I didn't think it would be amazing as it was. Our group didn't have one so I made it happen. I could do things on GEO, and the PLD could be PLD. GEO doesn't have to concern itself with magic accuracy initially and still contributes quite a bit.
I could have also leveled Corsair, dug out my WHM or SCH, possibly RDM. I chose GEO and I'm glad I did.
First, when you say drops scale up, do you mean scale up in quantity or quality?
If you mean quantity, alright. If you mean quality, I disagree absolutely. I've played other games (WoW most famously) were larger raid versions of the same fight dropped higher-quality items (same item, linear upgrade. A +1, +2, +3 basically) and I despised it. Getting 25 people together was such a pain, I much preferred 10 man.
Second, at the part of your post I italicized:
Ambuscade is indeed a nice system in the respect that newbies can solo easier versions to pursue the same gear because this is gear they will eventually very much need and will help them in their conquest of escha greatly.
Forcing difficulty by using deliberately poor job selection (two thfs, why not) is not the same as a difficult fight. THFs don't, that I know of, solo VD HTBFs but BST, PUP and maybe PLD do (edit: and many other jobs could--smn, dnc, sch maybe).One more thing: You say players should not have to force difficulty on themselves. But they already do this. When you solo a Merit fight on D or VD, you are forcing unneeded difficulty. When you clear (normal non-HP scaled content) with an unusually low number of players, you are forcing unneeded difficulty. People do this because it makes them feel good that they were able to go above and beyond expectations. But when you know that the difficulty is automatically adjusted as people are added and removed, it looses the appeal. Yay, you cleared a tough boss with only three people, but oh wait, that same boss was actually weaker then it would have been with more people, less yay...
With HP-scaling, I find that SE has set a bar (if you bring 3 people, the boss will be this hard, if you bring 7, this hard, 9 this hard and I like it. No, the 3 of us could probably not take down a difficult UNM designed for 18-man, or maybe even 6, but we met the challenge designed for 3.
The people that solo D and VD HTBFs do so for loot and no competition.
The people that solo Ambuscade by choice.. I don't really know why. They're making a congested system much much worse. I hope SE does increase the points acquired for going with a group.
lol. False challenges are not challenges.
I'm generally using the generic 'you' rather than the literal.
It's time for a silly analogy.
Properly gearing a job is like climbing a mountain. Every so often SE comes in and establishes a higher base-camp that new players are dropped off at (Perle/Teal/Aurore in Abyssea, Sparks Gear, Ambuscade Gear--sort of, both limited by its limited availability and the fact that points do need to be earned. Ambuscade wins a point for being based on total points allowing a noob to temporarily use the NQ gear while pursuing the HQ gear).
Players can begin the climb, meet the challenge, and be proud of their accomplishment or some guy coming from the top, or a much higher resting-camp can drop a rope-ladder from his chopper and say "GET IN, I'LL TAKE YOU UP!" (he has to shout, helicopters are loud). If they choose to do this, they get to the top and say "That mountain was easy!".
After that, players make one of two moves: They either clamor for a new mountain because the last has nothing to challenge them (even though they didn't experience it) or they wait for another ride up. Neither is good.
Fitting the analogy well, the newbie who took the ride doesn't understand how to actually climb a mountain and often fails at the next mountain (breaking analogy--harder content) because they're inexperienced.