Since the counterarguments are "none so far", I guess I'll put some in.

- It should be up to the players whether they want to be being helped through a dungeon by appropriate-leveled friends, or cheated through it by high level players.
Counter argument: That's fine if they want to be cheated through the dungeon by high level players, but if they do so, they should not be eligible to obtain good items and loot from the dungeon. This will maintain the proper risk vs. reward ratio and help to keep game balance.



- People would have to re-do all their macros. Which is not just a hassle, but impossible for players with several jobs at max level, because there simply is no macro space left to accomodate all the gearswaps, ability settings and different battle-macros.
Counter argument: A minor inconvenience, on par with every other inconvenience regarding macros in this game. While it's true that we don't need yet another reason to redo our macro bars, the difference between a rank 25 character and a rank 50 character is only 15 abilities that are going to become disabled. Besides, improvements to the macro system and skill assignment system will be implemented in the future as well, so the issue will be less important as time goes on.


- Capping dungeons removes any sense of character progression. As a LV 50, you *should* be able to blast through a LV 30 dungeon, otherwise your LV 50 would be meaningless.
Counterargument: Like the BCNMs of FF11, raid dungeons are specifically designed for a particular rank range, and should therefore be completed as designed, especially if there are good item rewards on the line. You rank 50 character does not become meaningless because there is still the rank 50 dungeon that is available to run as well. Additionally, if your only desire is to blast through low rank fluff, then you can always do that on the overworld, which will naturally always be uncapped by design.