Quote Originally Posted by Akonyl View Post
I really don't get why they just don't:

1) Check the expected dps of a job at X level, at each level a dungeon's unlocked at
Well, your first mistake here is only looking at dps. There are more variables at play than simply how much damage a player can do.

And, more importantly, this sets a fixed expectation. See, most low-stress (casual) content is completely clearable while half-assing your job, no matter your role. That's just how it's tuned. You don't need to be rolling a perfect rotation. You just gotta sorta try.

And here everybody is, wanting their high level skills, "just nerf our potencies," and, at a glance, that sounds perfectly reasonable.

But, see, half-assing your end-game rotation is still significantly more potency-to-be-nerfed than synced abilities. Which means it's not as simple as just knocking your potency down, it's gotta be buried. Now, you gotta actually try a little harder just to keep up with a synced player. "Ok, great, that's fine, we're asking for our whole rotation."

Sure. And what about the players that don't try a little harder? Just for the sake of having your whole rotation, everyone's potency has been nerfed to the ground. And now you get grouped with someone that doesn't want to try any harder, they're just here to half-ass it, as the dungeon is designed to allow for, and now it's going to take you twice as long to get through. All because you had to have all your skills.

This is all to say nothing of the monstrous amount of work to calculate and calibrate every job at damn near every level, for every dungeon, and do it every single time they adjust anything. Versus, y'know, letting the sync feature take care of all of that without any extra hassle.