Quote Originally Posted by Deveryn View Post
We haven't lost anything from the trust reveamp. They've clearly got more people to handle things now, but going back and changing something core to the game like the skill progression in synced content is way too much.

Unreals are updated about every major patch. We also get a new dungeon with every major patch. These (along with the other tiered content) achieve the proposed goal and satisfy that desire to use a full kit in content. Solo experiences aside, the old dungeons are fine as they are.
Do you have any evidence this would be as much work as people are saying it will be? Or is all this speculation?

Let me tell you rebalancing the unreal fight could be anything as simple as taking an average max DPS of each job and multiplying a bosses hit point pool by an according amount and then multiplying the bosses abilities damage factor according to peoples HP now a days and calling it a day. It could also be a tangled mess back there, but we don't know.

I think rather than focusing on guessing the work for the devs we should discuss whether the idea is better as a concept than what we have now. If they like it and want to implement it they will, otherwise they don't have to bother.

TBH it would be kind of weird for me to walk into work and see a bunch of people in an online feedback forum telling me it would be too hard to do X feature when they don't have any idea how the system behind it works or how the company departments are set up to tackle these sort of things. For some reason XIV users love doing this, and they were all wrong when guessing at the issues behind the housing lottery number issues.

To me its clear that job ability progression has become an issue in the game, and using the current model will keep getting worse as they have to thin out and spread these abilities across ever more levels so you dont end with 100 buttons at max level. So we would benefit from discussing what things could potentially help.