Ah, you've misunderstood me. I'm not saying that this functionality in any way halts a player's MSQ progression. I'm saying that for this to be an exploit, there would need to be some benefit to the player that was worth the cost of them voluntarily halting their MSQ progression. And considering how much of the game's content is gated by MSQ progression, I can't imagine a situation where any payout from a roulette would be worth purposely halting your own MSQ progression. Hopefully this clears up that miscommunication.
"Need" seems like an excessive word to bring into this conversation. This is an MMO, and it's fun to play with your friends. It's fun to play the job you like. So if your friend is like, "Hey, I'm going to do my roulette, would you like to play it with me?", sure, we could say that you don't need to do that...but it would be fun.
I feel like folks are getting tripped up, so I'll elaborate on this. I know that SE made intentional changes to improve the roulettes and reduce the potential to exploit the system. What I'm saying is that this specific use case that OP has presented demonstrates a flaw in an otherwise effective system, in that it prevents certain reasonable user behavior that does not constitute an exploit. Which is to say, this system could be improved, as it is having negative side-effects that could be alleviated without impacting the systems' ability to perform its desired function.
Right now the system is probably doing something like this:
if playerLevel >= 60:if playerItemLevel >= 175:else if playerLevel >= 50:queueForRoulette()else:giveItemLevelErrorMessage()
But it would only improve the functionality if that were updated to be something like this:
if playerLevel >= 60 && MSQ(3.0).isComplete():This would prevent the issue OP is experiencing without adding any further potential for exploits; everyone wins.if playerItemLevel >= 175:else if playerLevel >= 50 && MSQ(2.0).isComplete():queueForRoulette()else:giveItemLevelErrorMessage()