Quote Originally Posted by Lumadurin View Post
What I'd like to see is some kind of dynamic scaling based on how far down players in a group are synced (level-wise, NOT item-level-wise), while not removing our skills and traits.
  • Are the DPS a higher level than the dungeon? Now all the enemies have more health and the tank passively generates more enmity to compensate for the increased damage output of the DPS.
  • Is the tank a higher level than the dungeon? Now the enemies hit slightly harder and have slightly more health to compensate for the tank's increased defensive and offensive capabilities.
  • Does the healer outlevel the dungeon? Enemies hit harder and the tank generates slightly more emnity to compensate for the increased healing going out.
This may run into problems if player levels are wildly different. In particular, anything that increases enemy damage while keeping player health the same reduces the margin of error in dealing with mechanics. Higher healing output or tank health doesn't help if the DPS gets one-shot by a mechanic that should have been survivable.

I'm not bothered by losing more powerful versions of skills or minor mechanics, but lacking distinctive skills or major mechanics is annoying. For example WHM's Cure II is just better Cure, and Cure III is basically a hybrid between Cure and Medica. But having no instant heals before Lv50 and having to rely solely on Lucid Dreaming for MP management until Lv52 sucks. The lily mechanic is weak enough to be basically superfluous.