Quote Originally Posted by MrKusakabe View Post
Does that matter though in the long run? If this game already want veterans side by side with rookies, then it should make the full deal out of it. I would rather have less bonusses and more actual gameplay. I mean, I love Red Mage for what it is: The gameplay. If I want it for the bonus only and watch a bar and a number going up, I could play a numbers game.


Story-wise for those newbies it is also fitting: Warriors of light - in plural. It nowhere says all the player characters must all be level and skill restricted newbies, it says "Duty Finder" and not "Equally levelled players" and as said before, I would not be confused if high-levelled players use their skills. It's more the opposite: I would be confused why a RDM can not raise or heal or do even a real melee rotation or when a White Mage with glowing weapons restricts him- or herself to the very basic first aid skills and you die from "something" you have skills for in your bar but greyed out.
1.) Balancing Lv60-80 kits to work in pre-50 content will either result in:
- same-ish damage for vastly increased effort requirements (bad for the veteran)
- same-ish damage regardless of effort (effectively just prancing your fancy spell animations while rolling your face on the keyboard)
- increased damage, trivializing the impact other party members were supposed to have and making it all about levels (bad for new players)

Pick your poison, because all of them are terrible.

2.) Oh boy, lore justification.

Doing old content is not us actually "doing" the content but rather regalling in memories of it, reimagining party members and results. The reason why we dont reimagine high lv abilities is because we didn't have them there to begin with. What you ask for is us going full Wandering Minstrel and pull a Minstrel's Ballad out of our <KUPO>, vastly overexaggerating how impactful our memory is as is wont if done by our favourite Bard.

Frankly, we are no poetic minstrel, we're adventurers.