Quote Originally Posted by JunseiKei View Post
The current system isn't perfect, but it's in my opinion, the best implementation I've encountered.

The main concerns that pop to mind are:
- Higher level + item leveled players versus the on- level + possible lower item leveled causing disparity and making runs frustrating.
- Preventing power creep if SE reworked the past-dungeon system and gave us all of our skills.
- The new constant need to make sure the disparity between older and newer players is balanced (which means constant maintenance of older content, taking focus away from future in some form).
The system I proposed wouldn't break anything that's not already broken by the current system. As for power creep- a little testing goes a LOOONG way. That's why games like this have testers. So properly utilized, the testers would ensure that this doesn't happen. It's what testers are for and a company this big knows this.

The current system of syncing down players means that what the content is balanced around is not so easily broken. Though power creep still exists in past dungeons (syncing you down brings you down to certain stats, but it's easy to tell who has a higher lvl/ilvl during a run, leaving them at capped stats that aren't normally achieved at the level/ilevel the content was made available for), it could be much, much worse. If this is put in solely to "work on your rotation," you have striking dummies for this to work it into your muscle memory. If it's to make sure you have the DPS for a fight with your current rotation, you have the Stone, Sky and Sea for that. If you're looking to optimize in a fight, there's literally nothing better than to do the fight and pay attention to where you have moments where you have to line your utility buffs with the rest of your party, move away/stop casting/turn away and making those gaps as small as possible.
You don't play much content do you? Combat dummies are garbage and everyone who raids should already know this. There's a HUGE difference between a caster standing in one spot on a combat dummy vs. running around and doing mechanics in a real fight. Yeah, combat dummies serve a purpose and that's to let you practice the ideal rotation in a perfect world, but once you get into a fight, you have to practice THAT fight so that you can alter your rotation around the mechanics FOR THAT BOSS.

Anyone who says otherwise is just someone who doesn't know how to play this game or is simply making up arguments to keep changes from happening. Which one are you?