
Originally Posted by
Krylo
Fire 2 has a potency of 100. Flare has a potency of 260. A BLM in Sastasha or Copperbell with access to flare can do 2.6 times the damage as AoE burst, while the tank has no tank stance, no rage of halone, and only overpower or flash. Except the BLM's DPS increases even more as he'll also have switftcast allowing him to cast this 2.6x as strong attack instantly, and access to firestarter and thunderstorm procs. And that's just BLM. A monk who can get GL3, use demolish, perfect balance, fists of fire, dragon kick, etc. in low level dungeons is also going to rip aggro away from an unsynked tank like candy from a lallafel. A synked DD will, absolutely, do a metric fuckton more damage than is intended in these dungeons which will both make it impossible to hold aggro for the tank and make the dungeon far too easy robbing new players of the experience.
Look, I absolutely hate getting a pre-butcher's block dungeon for War, or, god, getting anything pre-full thrust as drg makes me want to kill myself (HT->ID->ID->ID->ID->HT ad infinitum, SO EXCITING), but the fact of the matter is that allowing people to use their full range of skills in dungeons is going to completely trivialize that content and it's all going to be boring, confusing, and frustrating to new players. Even in the best case scenario, imagine if every dungeon while you were leveling allowed you to contribute as much as DFing into a Garuda HM farm party as a fresh 50 these days? That is to say: Not at all. Dungeons wouldn't be fun or interesting. The stories behind them would seem pointless: After all, how dangerous can these giants really be when their king just got annihilated in 10 GCDs by a BLM with firestarter procs, while you, the healer, just sat there watching the tank heal themselves more than you can for the whole dungeon because he had unchained, berserk, bloodlust and whatever else up, and you wouldn't be able to learn your class. There'd be no fun to be had for new players running dungeons at that point.
Plus, SE uses lower dungeons as a way to introduce mechanics in easier/more forgiving ways before re-introducing them with new twists or alongside more mechanics in later dungeons. People already like to whine about 'casuals' and 'bads', but if you take away anyone's ability to learn any mechanics pre-50 that's going to get so much worse and it's going to be frustrating both for veterans trying to run dungeons with people whose skill hasn't been allowed to grow at all from 1-50, and for new players who are suddenly expected to know their classes when they hit 50 and don't, and so keep dying/causing wipes/getting yelled at.