So, make dungeons harder, basically? I mean that sounds nice, except a lot of the dungeons I've ran recently have been with newer players and they barely got through them. Healers particularly seem to have a lot of trouble. In a lot of cases this would lead to people quitting the game. That said, I think the problem is less "dungeons are too easy" than "we are way overgeared for them." More closely aligning new dungeons with item levels might help with that, but it's mathematically a much more complicated problem than one might assume. I'd err on the side of easier dungeons too, if I were Square Enix.
As stated, this will not work. The reason is, as a white mage I could grab the healer body for White Mage, then the healer pants for Astrologian, then the healer head piece for Scholar, while the poor Dragoon can only get one piece. That said, this is a solvable problem. You could cap tomestones by role, or to not screw DPS, by sub-role (melee DPS/ranged DPS/caster DPS). Or you could not cap tomestones at all and every time you buy a piece, you are restricted from buying another piece that shares any of that piece's jobs for the week (so you could get WHM, AST, and SCH weapons in the same week, but only one piece of their other gear). You could also make every piece of tomestone gear, including accessories and belts, for a single job, but that would actually make gearing up much harder. Again, it's fixable, but it's not as simple as it seems.
Didn't people complain about Alex Savage already? As someone who has no interest in Extreme or Savage, I don't care one way or another if they add a higher difficulty, provided there's no story or mechanics I care about locked behind it. But how do you propose adding this to "any fight currently in the game"? Do you just multiply enemy HP and damage, like an evil echo? That might work, but it wouldn't be particularly fun. Or do you expect them to retune every fight in the game for content presumably even less people than already do savage would ever do? That would be a waste of dev time.
Completely agree in principle. I am willing to believe there might be good technical reasons why this hasn't happened, but... yeah I definitely still want it.
I can't see this happening, but I very much like the idea. The best thing about 2.0 was the crafting system, and I felt like everything they changed about it in 3.0 (scripts, specialties, needing way more materials to make basic stuff) made it worse.
Scaling, yes. Tying it to Relic, dear god no! Unless it was purely optional. But I don't want to ever be forced to actually deal with the drama of hunts.
I feel like they're going to misinterpret this and make every step totally different, lol. I mean they actually kind of already did this. The umbrite/sands step allows a lot of ways to progress, they just all kind of suck. Building on what you said, I'd love to see a light step where you get bonus light every time you change content or something. It's no fun that your choices are A1S (or Garuda) grinding or waiting forever with the knowledge you're not being efficient.
Yes, please. More in-game information about mechanics is better.