
Originally Posted by
Hasrat
In theory, this miiiigght be possible. Big maybe. But it involves sorta... distributing the nerfs to potencies across the board. It's not enough to simple scale down potency numbers of everything equally. To balance for a oGCD damage skill, you'd basically have to work out its potency/second, and applying an appropriate nerf to the entire rest of the kit to compensate/balance for it. Might possibly be the same for AoE. And, back to previous point, these are balancing passes that would need to be done at every point where a skill is changed/added for every job.
The result is basically that, in low level duties, you're required to play your job much closer to perfectly, just to match up with a mediocre low level player. And a mediocre high level player will quickly find themselves to be dragging the group down.
BLM is coming up a lot (and it's one I'm most familiar with). I'm really bad about always using Sharpcast. But, Sharpcast undeniably adds some additional potency to the BLM rotation. To account for that, the rest of the rotation needs a small nerf, to keep me balanced. The more I neglect to use Sharpcast, the more I'm punished for missing potency I'm expected to be using.
Failure to balance/nerf in this way results in a much bigger gap between mediocre and skilled players than currently exists, which I would argue goes against the intended design. As is, playing a job at-level perfectly absolutely contributes more to the group, but the gap isn't so wide that mid-range players with under-utilized kits just start feeling useless. Yes, I should really be using Sharpcast and Swiftcast and Manafont and Triplecast more (and I don't always use Ley Lines on cooldown). But, the difference between me and someone playing BLM perfectly is only something I'd personally be worried about in Savage/Extreme content, which I'd argue is a bit outside the scope of this discussion (and is content I don't jump into much anyway).