Quote Originally Posted by Ath192 View Post
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.
I feel like the evidence is right in front of us in what's given to us on a regular basis. Rebalancing one fight is one thing. Rebalancing whole dungeons is likely to be a whole other thing. The whole duty support thing is quite the extra effort they're making and I think they'll be inclined not to revisit any of this content again. What you're suggesting will involve them going back and redoing more balancing as the cap gets higher and higher.

Quote Originally Posted by Irenia View Post
I'm just curious if "new flashy thing in new levels" is not a marketing requirement. SMN, while mostly giving you the bones early on, is criticized because it takes until Endwalker content to feel complete, for example. Not to mention how strange the conversation around Expedient was, compared to now.
It's nothing to do with marketing and everything to do with the poor condition the summoner job was in. By comparison. SCH was in such a good spot that they didn't see the need to add very much.