Unsync is completely different though. That leaves you with level 70 stats, trivializing pretty much everything under level 50 and negating the need for a party.
What is being asked for is a more enjoyable way to participate in synced content where your abilities are balanced in order to provide some form of challenge.
The simplest way to approach balancing is probably targeting a given amount of DPS/HPS. Say a level 15 does 100 HPS averaged over a few minutes while a level 70 can achieve 2000 HPS over that same time. To balance the healing between them, you would want to lower potencies so that the level 70 is also healing around 100 HPS. Maybe a little less because having more skills, especially OGCD, will allow for more burst.i haven't been convinced of this "proper balancing of skills"
a SCH with Adlo and Excogitation is overpowered compared to a low level healer without them. how do you balance the shield? how do you balance Excogitation? does it shield for 1 HP and explode for 1 HP restored? why would anyone use anything balanced like that? how do you balance 3 aetherflow charges against a lower level SCH with just 1?
Adlo specifically isn't a huge problem. While the healing is split between HP recovery and shielding, it still works effectively the same as Cure/Physic when the tank is taking heavy damage. You just have to wait to reapply it so that you're not overwriting shields and thus wasting MP. You could argue that shields might be overpowered (but they're potency based and so can be tweaked) in very low level content, but all healing is. SCH doesn't even need Physic in some cases because Embrace is so strong.
Having a higher Aetherflow cap isn't much of an issue either if its related actions are weaker. If Energy drain restores less MP per use, you need to burn more AF to get the same MP restoration. You also have stronger heals that AF allows you to use, but they just get made weaker like everything else. Is there even any content where you can have only 1 AF stack and a cohealer?
Total HPS as before. Regen + Medica II can be lowered to range anywhere from 0 HPS to their level 70 amounts. Rebalanced Assize won't be healing for thousands in a level 15 dungeon with adjusted potency. Benison is target HP based so it might not even need to be adjusted, but it's an effective HPS gain, so maybe lower the shielding to 5%?a WHM that can regen and apply Medica II is overpowered compared to a healer that can't. how do you balance the regen ticks? how do you balance instant cast Assize or Divine Benison?
Potency rebalancing isn't something that devs will finish in an afternoon, and I hope I'm not coming across as thinking it is . This suggestion might be the kind of change that comes with a new expansion, but I think it's worth the effort.
There is the case of over leveling the story, especially with the Road to 60 bonus. Or players leveling an alt class just running roulettes for the bonuses and then switching classes to do something else like raiding.
This is still a separate issue from class playability at low levels though. You could make low level dungeons harder, but I don't think I'll ever be distracted enough to forget that I don't have Total Eclipse on PLD below level~45, or Gravity on AST below 52.Level sync and level 70 dungeons would be less boring if they would stop nerfing them every time a new expansion comes out. Things die so quickly in ARR and HW dungeons now because they were nerfed—ARR when HW was released, and HW when SB was released.
You're not wrong, but the value of the change is subjective. Players that want the change will continue to ask for it. If the suggestion isn't popular enough then Square won't allocate any resources for it.Except they would have to basically completely redo how they do level syncing—as it stands currently, a level 70 DPS synced to level 15 for Sastasha is extremely overpowered; more so than an at-level player is in there thanks to the nerfs to mobs’/bosses’ HP. The time and resources spent on that could be spent elsewhere for something else: as I said in my last post, making a not-a-dumpster-fire Relic in 5.0 is one example; another would be to finally fix PvP.
This isn’t a necessary change.