I'm not saying they can do nothing wrong. I am just explaining why SE is doing it. I'm not saying if they're right or wrong to do it. But it seems like a logical thing for game developers to chase - trend chasing, and optimizing everything.
That would have been desirable for Cosmic Exploration. But for the most part, things like FATEs and NMs are affected by how many people fought it the last time and CEs scale directly based on participants, to the point I can solo most of them.Allow contributions you make to events in these areas to impact the completion based on how many people are participating.
In terms of future proofing they tend to add The Echo to almost everything as well as making nerfs over time. This is the case for relics and field operations, trials, extremes, savage and gear improvements help dungeons get solo'd if they can't be solo'd like variant/DD can. They add the Unrestricted setting to duty finder for that reason. Not to mention that they're even progressively rolling out Duty Support to dungeons now as well.
Really this is kinda the same thing as just rescaling CEs and FATEs which already happens, and precedent shows they add the Echo to the content when it gets old and give you loads of ways to increase your power. Personally, I've never had trouble getting through field operations solo, even going back to Eureka, and it's been heavily improved since then too.Allow for zone wide buffs that increase your battle power based on how many people are in the instance
They are going to see if they can improve FATE scaling, I believe, but for now if you're fighting one solo you can pull it then reset to help reset the scaling on it. It's been working for me so far in OC.
In terms of "normal mode" content, that's already the case. It was theoretically possible to solo Delubrum Reginae as soon as they dropped the 24 player requirement. I heard Dalriada got duo'd shortly after release. CLL's main hurdles were significantly nerfed once it's popularity reduced, such as the prisoners becoming more optional.Allow for the dungeon content that is accessible in these areas to be completed with lower numbers of people
The difference is really when you're talking about high-difficulty content, which currently seems to include BA, DRS and FT. They obviously don't want to make it too easy since that defeats the point. But technically the boss HP scales based on the number of people participating.
In any case, they said they are re-evaluating scaling difficulty and time investment and that the change to Deep Dungeons is an actual mindset shift about content generally, although they still believe there should be a bit of content that is firmly "hardcore" or firmly "casual". They just want to make the majority of it more scalable so it can be enjoyed by the whole playerbase like Deep Dungeons rather than there being a split.
I'm not personally against NPCs for all content. But a lot of players don't see them as valid or would still view it as a ghost town with them there.And you know what, yes. Getting assistance from NPC fill-ins WOULD be preferable. As the content ramps down, allow for zone appropriate NPC companions or at least our g'dyam chocobo to assist us.