Quote Originally Posted by NanaWiloh View Post
I want too post something more constructive to this topic. You can't just simply nerf high level abilities as way to make them useable in low level dungeons. It may seem that simple until you start comparing the potencies of high level abilities to similar low level ones. Ill break this down so it can be better understood, Ill use Cure and Cure II as examples:

Cure has a Potency of 450

Cure II has a Potency of 700

In a palace like Tam tara deepcroft. A sync'd level 70 white mages Cure easily restores +60% of low level tanks HP, note this is just from one Cure. If the 450 potency of Cure heals that much then 700 brought by cure II will be a flat out full hp heal; So for a sync'd level 70 white mage too use Cure II. Cure would need its potency lowered too a point that Cure itself becomes pointless to cast and waste of mana. As a AST currently one cast of Benefic in Tam tara does exactly what I described while Sync'd. This is why you dont get your full tool kit when sync'd, as there are higher level abilites that when dropped to lower levels make lower level abilites useless. The Unsync feature exists so High level players can run old content with their full tool kit; sync exists so high level players can help low level players. It does not exist so high level players can show off their abilities like a fashion show!!

If you want to show off what you can do, goto limsa or Gridiana and spam your abilites that work outside of combat.
This is fine. These skills do essentially the same thing, there is no real issue here. It actually almost the same as the current level sync which would just outright disable Cure II, it's just a soft disable (of Cure I) through stats.

The more problematic skills are non potency related, like Benediction, or Sentinel. These can just have their percentages capped, like say Bene is now 25% HP and all tank CD's below level 20 are limited to 10% reduction. Coding wise I imagine that it would be similar to level abilities like Stone I-IV.