Fancy words just to repeat exactly what I said? Conveniently just like the other you left out the more important bit of that post. Let me repeat and emphasize it for you:
- Say the targeted DPS for everyone across the board is 300DPS.
- A lvl25 with only 3 attack abilities will have this 300 total redistribute to just those 3 abilities.
- A lvl90 with 12-15 attack abilities will have that same total redistributed too all of those.
So you have a high level player doing complete rotation while having every single of their ability (GCD or oGCD) significant weaker, while at the same time doing a butt load more work for the same output. That's called punishing. The current system keep a rough parity both in term of output and gameplay, that's why it makes more sense.
And it's not as simple as you think, scale up has its own set of the problem. Power creep and trivialize gear progression are the two of many, and a low level player will suddenly find themself become significant more powerful when pair up with a high level player, and that's not necessary a good thing. Forgot the names but there have been a few games that use dynamic scaling and most players hate it, 'cause it eliminate the sense of actual progression.
The reason a high level player think that kind of system is "fine" because it benefit them, but that benefit come as detriment to people who new to the games. Between some "minor" inconvenience to the max player (and face it, most even don't run into that often) or destroying the lvling process of new players, it's very clear what should take a much higher priority to preserve.
