Quote Originally Posted by Rongway View Post
This might sound good to some, but it would have a negative impact on syncked dungeon runs in that it will only exacerbate the divide between players of different skill levels.


I'd like to go back to this point from page 1 for a moment. dseth's right; if we had access to all our real-level actions at syncked levels, they would absolutely need to be scaled down to the point that a Lv70 player doesn't do significantly more damage than a non-syncked player.

Assume that syncked players don't mind executing their real-level rotations, but at reduced damage output to maintain fairness toward lowbies. Even if this were the case, there would still be a problem because many syncked people in the DF won't execute their rotations properly.

Which brings us back to


We don't need people practicing their real-level rotations in syncked dungeons, because they'll be executing their incorrect rotations at reduced potency, which will make runs drag. It's all well and good when the syncked people are both able and willing to do their full rotations, but let's be honest: given appropriate scaling described above, there will be many syncked DF players who can't put out as much damage with their complete but throttled action sets as the lowbies can with their incomplete action sets but unthrottled damage.
Not only that, but they would need to make several lists of balancing for every dungeon and for every few tiers of levelling.

Example: A RDM pre-Contre Sixte and a RDM post Contre-Sixte can't be synced down to the same stats because one has access to an extra oGCD. You scale just to keep the post-CS from overwhelming any new players and the pre-CS will be underpowered. You scale just to the pre-CS and the post-CS will be overpowered. And if you had both types of RDM in the same party, they wouldn't have the same stats.