Quote:
I will address your 2nd point with my first one. Similar story - I think it would be great if we could scale them, however I think it would be more challenging to do, rather than a flat increase in the number of DPS slots.
Either way, that comes back to scaling the dungeon difficulty based on this new composition. If that were an issue then sure, it would likely be looked at in terms of balancing that difficulty.
I imagine it would be easier to balance unreleased content then it would be to go back and attempt to balance existing content with a new system like this..
Lastly, yes it is unlikely that this will happen - however it is honestly a way to improve the queue time for DPS. Not just for Stormblood but for beyond.
I truly believe any opportunity they can take to work towards a long-usable intuitive design now is entirely worth its effort, so long as they don't drop into the red, content-release-wise (and even then, if something like this refreshes enough content, such as by being temporarily framed into random daily bonus dungeons, perhaps even for different player counts, it would still absolutely pay off). Composition-based scaling, allowing for, say, greater avoidable damage and swap-mechanics in the case of an all-DPS party, as to make it highly challenging but technically survivable, or giving reason to use 2 tanks in a 5-man 2/1/2 party, may not be worth designing for the time being, but allowing at least for an inflated DPS count, with slightly increased requirements on heals and tanks indirectly atop greater mob and boss health, due count safety mechanics, targeted AoEs, etc., should be an amazingly strong QoL increase in the early days of the expansion, and with lasting benefits.