Quote Originally Posted by NanaWiloh View Post
I want too post something more constructive to this topic. You can't just simply nerf high level abilities as way to make them useable in low level dungeons. It may seem that simple until you start comparing the potencies of high level abilities to similar low level ones. Ill break this down so it can be better understood, Ill use Cure and Cure II as examples:

Cure has a Potency of 450

Cure II has a Potency of 700

In a palace like Tam tara deepcroft. A sync'd level 70 white mages Cure easily restores +60% of low level tanks HP, note this is just from one Cure. If the 450 potency of Cure heals that much then 700 brought by cure II will be a flat out full hp heal; So for a sync'd level 70 white mage too use Cure II. Cure would need its potency lowered too a point that Cure itself becomes pointless to cast and waste of mana. As a AST currently one cast of Benefic in Tam tara does exactly what I described while Sync'd. This is why you dont get your full tool kit when sync'd, as there are higher level abilites that when dropped to lower levels make lower level abilites useless. The Unsync feature exists so High level players can run old content with their full tool kit; sync exists so high level players can help low level players. It does not exist so high level players can show off their abilities like a fashion show!!

If you want to show off what you can do, goto limsa or Gridiana and spam your abilites that work outside of combat.
Premise is flawed. With this argument, no one would use Cure even unsynced. Regardless, as Cure easily restores +60% of low level tanks HP, they'll function nearly the same no matter how they're used. The White Mage will wait until the tank is low and use their Cure I or Cure II to make sure they don't die, and then resume DPS'ing (or not). All that changes is how far they let their tank drop, and heaven forbid they let their tank drop even lower than usual and end up letting their tank die on accident. In the end you get increased performance, which isn't a bad thing, which is another flaw in your premise, that things going faster and smoother is somehow a bad thing.

To begin with, Cure II isn't exactly an ability people are clamoring to use in early dungeons. They're talking about things like Draw, Jump, Blood Weapon, Deliverance, and other abilities that drastically change how you play the job if you have those abilities available or not.

In your eyes it may be showing off, but in other people's eyes it's refusing to put the training wheels back on when you can ride the bike just as well as anybody else.