Quote Originally Posted by Fomitsu View Post
Here is me running lvl 50-60 dungeons in a flash (ofc with a good DPS) while doing low level dungeons takes double if not more time. New players, with the goal to reach their lvl 60(70 soon) friends, are relying on dungeons to level up (unless they discover Palace of the dead). So, can't the Dev boost players in-dungeons or lower mobs HP to fasten the process of leveling? Are their any negative effect if low level dungeons are nerfed?( e.g: story neglection..)

What do you think?
No. It's bad enough that newer players get yelled at by belligerent raiders for not playing like an expert on day one. See every single thread about DPS by non-DPS roles.

How about SE does two things:

1) "Original Difficulty" mode, which level syncs and gear syncs to the minimum, no undersized parties. Completing the dungeon properly gives you a better reward than standard configuration, but no additional experience.

2) "Boss Rush" mode which you are instead timed by how fast you complete the dungeon's bosses solo. If you fail, you don't get another chance for any boss rush for 30 minutes. Only one boss rush per dungeon per day. Less efficient to farm tomes this way. No party mode. Boss HP scaled by level sync. Players can select what level/ilevel they want to play at just like levequests, and better rewards for clearing while synced lower.

You would never want to give EXP to anything other than the regular configuration of the dungeon, otherwise people will simply never play the regular configuration and not learn it at all.

Overall, if people are in a rush to level a job and don't want to play the old content, then this is the wrong game for them.