Its a question of solutions and number, and solutions i can myself find 2 (that need to be tested)
Solution 1 : Have low level version of new high level abilities
- Current system: Stone II (200 potency), Holy (140 potency AoE), and Aero II (60 potency on the initial hit + 360 potency over the course of 18 seconds).
- Full lvl 80 job kit: Glare (300 potency), Holy (140 potency AoE), Dia (120 potency on the initial hit + 600 over the course of 30 seconds), Assize (400 potency AoE on a 45 sec CD), and Afflatus Misery (900 potency AoE, 675 for secondary targets, after using 3 lilies)
- New system examplefor a level 80 : Stone II (200 potency), Holy (140 potency AoE), and Aero II (60 potency on the initial hit + 360 potency over the course of 18 seconds), "Small" Assize [at level 15] (150 potency AoE on a 45 sec CD), and "Small" Afflatus Misery [at level 30] (400 potency AoE, 200 for secondary targets, after using 3 lilies)
The "small" low level version are learn only when the high level one is learn of course.
Its true the level 80 will be able to do more damage that the level 20 (per exemple) but will that be gamebreaking ? The new high abilities are often long recast abilities and supplement abilites, the core skills are mainly here low level.
And on low level in aoe there is already big differences of DPS : the RDM does wery damage aoe from level 15 to 50 caompared to other 2.0 jobs so not sure it will be that mus
Solution 2 : Have a damage debuff on higher player to reach the dungeon level
Here its just math and it is possible no ?
Tank aggro will have to be ajusted but it seems to have already been boosted quite a lot on low level.
And there are not forced to do this for all level, especially the last ones (who are new and they may want to have incentive to play new dungeons) : but for example do the abilities sync up to level 60 or 70. Test it our and raise the cap if possible at a later time.