Trying to scale down complete kits to the damage of a level 17 sprout who only has 1-2-3 sounds like needless effort. It's not just about the potency of the skills, it's the fact that we're doing much more sustained damage simply because we have more abilities. I'd rather that the jobs get the core parts of their endgame rotation earlier.

Quote Originally Posted by Baklavah View Post
Who cares if your newer skills have incredible potencies not designed for older dungeons/trials/fates? If we're leveling new jobs and have to periodically get gimped to lower levels, we should be allowed to use our more powerful skills to get the job done faster. It's plenty tedious in the first place. It should only be a stat squish at this point.
Just imagine a GLD getting ready for their first ever dungeon inside Sastasha. It's going to be a thrilling adventure, signing up for an extremely dangerous job to delve into a dark cave where pirates are doing shady business!

They load in, watch the cutscene, see their fellow adventurers, and before they even get to say "Hi", a giant Bahamut is summoned from thin air and shoots a death beam towards some bats.

The GLD isn't even needed since all healers have a bajillion tools to keep anyone alive, so the entire team sprints past the dungeon to clear as fast as possible. I don't know about you, but that's some immersion-breaking stuff to me. The main appeal of FFXIV is the story, after all, so being able to feel your own growth instead of depending on level 90 god-killing heroes to do the dungeon for you is pretty important for enjoying the game.