Quote Originally Posted by Valence View Post
I have seen this alternative being proposed a couple of times and while I don't think it's bad at all, it still would require addressing the fundamental problems of earlier dungeons (especially anything before ShB due to the old battle system and powercreep), where stuff just melts in 5 sec. If you run sastasha in its current state, mobs legit die under 5s. Maybe you will not do higher damage than greensprout with your system, but you'll just leave the dungeon frustrated as heck because what does it serve you to have access to your fancy bursts and rotational tools when the whole mob pack will be dead after you pressed the first 2 buttons?

Still, I'm all for it, but lower level duties still need a full recalibration before any fix or improvement could even make sense. When I started playing in HW, sastasha took the normal length of a dungeon to complete. Mob packs took over 20-30s to die, not 10. To top it all, I started as a healer back then, and how many buttons did I have in that dungeons? Probably more than 10 since SE hadn't yet pruned again and again older skills to make room for new expansions, and the crossclass system also gave me more beyond utility buttons (not saying cross class was good, it was bad), and that's probably as many attack buttons than a current lvl100 healer has access to...

Ah, and yes, we also had to watch our MP, and sometimes slow down because it was possible to run out of it, especially for gladiators (which was required for them to aggro).
Some combination of recalibrating the item level gap and the reverse Echo status suggested by many could be a good start.

I've thought about how FATEs work and how they scale up and I can't help but wonder if that scaling can be applied to other content when higher-level players are present. I also wonder how much of the tuning for Unreal fights is manual and meticulous versus a few number adjustments.