Quote Originally Posted by Freyt View Post
Basically no one enjoys doing Sastasha because they have almost none of their abilities. Lowering your damage to match the dungeon in actuality leaves you still overpowered for the dungeon, as you have plenty of options available to you that the dungeon wasn't designed for you to have. This is not a bad thing. People worked hard to get to where they are, and they should find early content easier as a result of their efforts.

Wouldn't you enjoy being able to show off your various jumps as a dragoon to a fresh new player in the level 15 dungeon? You can even make it so any non-gcd abilities receive a harsh penalty in damage if it's synced down. This means those jumps will hit for less, but it's still more damage either way.
This is an astute observation on the current state of the level sync function and appropriately identifies incentives for both veteran and rookie players. Beautiful in its simplicity and effective in its delivery, just like OP's system were it implemented. Mitigates burnout and negates the cries of being overpowered as the faceroll content is already being slammed through (by intended design btw). From what I gather of this thread so far, the pros for implementing the system far outweigh the cons (which can be pretty much summed up as "devs resources would be better spent".) when in all actuality this game may very well have already seen it's golden years judging by the general tenor of the populace. With that being said, creating quality of life changes that both incentivize veterans and give rookies something to look forward to is not a bad thing at all considering the current state of the game.

Throwing development resources into balancing faceroll content for lower level players that they can either skip entirely already or will blow through in mere moments is folly from the outset and more a waste of development resources than implementing a system that will bring those very rookies back to old content when they become veterans.