If you take in a class that's the same level, Trusts actually level faster than you even if you have +118% XP going.
I'm always about 8% of a level short.
I like the trusts, even if I only use them myself for one reason: they make me care more about the Scions.
Up to ShB, it felt like here's this group who are supposed to be "at my side", and yet every time I have to deal with something they suddenly are indisposed. Oh, they need to go do a thing over there at the same time, sorry... just find some random other adventurers to accompany you!
I went through ShB doing each first run of a dungeon with the trust (that one time you don't have to level them to do it), just to see their various reactions and interactions. And by the end of ShB, it felt more like they really, genuinely were at my side through the adventure in a way that it had not in previous expansions. And things like Alisaie's reaction to the second boss of Holminster Switch (and Alphinaud's reaction to Alisaie)... they were little touches, but they added to the story and to my view of the characters, fleshing them out.
And then I just go back to doing DF runs, because I have come to enjoy the social aspects of the game. (And also leveling the trust so that I could run the dungeon with them again is kind of painfully slow for the minimal payoff.)
But I also remember a much-lower-level me who was nervous as heck about running dungeons for the first time, and let it stall her out on advancing the questlines. (And then I leveled up and got over it somewhere in late Heavensward content.) And I think trusts could also be a benefit there, because—story elements and interactions aside—they will let someone who is nervous about doing their very first run with other people feel out the dungeon in a 'safe' manner, where they don't have to worry about other players being impatient with them or whatnot.
And honestly, given how often people argue about playstyle on this forum—pull big, pull small, should folks fetch extra mobs if the tank is slow, or let the tank determine the pace regardless, etc.—I'm a little surprised more people aren't in favor of an option that lets dungeon runs go more smoothly by letting someone who wants to be really cautious on their first run have the option to do so outside of Duty Finder.
If you need to watch netflix or play another game to make leveling trusts bearable, then that is a design failure in the content. That means it's boring and not engaging.
Trusts should level with your character like they do in FFXI. We already level all combat classes, crafters and gatherers. Then we have to level again in PotD, HoH, Eureka, and Bozja. I don't know what Yoshi P obsession is with having us level stuff.
i only run trust for immersive role playing.
I don't really have an issue with the system, but I also don't use it. I will use it for the initial run of a new dungeon when they are allowed to sync up if under-leveled. In this case, the slow kill time isn't that big of an issue. I enjoy being able to learn the mechanics on my own as well.
The positives end there. After the time I put into squadrons, I was not going to invest any more time into progressing NPCs, even in this extremely simplified system. There might be a chance that I use it to level alt jobs. I don't really see myself going into Bozja to level, and I don't have a problem doing things the old fashioned way and sit in a queue even as DPS for the highest dungeon I can run.
I don't get the slow leveling of Trusts. I got all my jobs at 80 (starting from 70) around 5.2 so a bit less than a year after 5.0. I tried to use them to level my tanks and my DPS, but as of today I stand with Trusts staying around level 74-75. I just outleveled them so fast because the game just offers so much options to make XP (Roulettes, daily hunts and Pixie quests, a few FATEs here and there). I didn't have enough of 4 tanks and 6-7 DPS to level them up. And trying to level a healer there means you leave out Urianger and Alphinaud, which is a bit annoying.
I get the slower-paced mindset, because the Trust system means free loot (I got the Holminster, Dohn Meg and Qitari minions that way), and it being a MMO I understand they want that usual grouping with players to be the most efficient way. The imabalance is just a bit too harsh in my opinion. As said above, if I need to watch Netflix to make it bearable, then it's a design failure.
The trust being an option in the MSQ is fine for me, bu tI hope it doesn't eat too much dev resources that could be allocaed to something more useful or interesting.
That's an entirely different conversation to have. Nobody is forcing anyone to type but it should definitely be encouraged. Something XIV doesn't do enough. The game pretty much trains you to not talk for the first 50+ levels since you don't need to strategise. That's just not good design for an MMO.
I'm not the biggest fan of wall to wall pulls but we do them since dungeons are just boring. But instead of giving us meaningful encounters SE erected walls to hinder progress artificially. Again, bad design.
And talking about boredom, what about solo instances and their difficulty? Normal is already easy and then we have easy and ... very easy? And the community is surprised we have such a skill gap? Or that jobs get dumbed down? I really like what they did in SB instance-wise where you get taught through gameplay, but it's too little too late I'd say.
But, to bring it back to trusts, I think it sends the wrong message to players in a world were DF exists. By all means, keep it if you have to but how about you give the other side of the coin something too outside of savage?
Would be a nice compromise, wouldn't it?