Quote Originally Posted by magitekLuna View Post
people that never in the hole life touched any thing programing related? you can do it and there lot of games that do , some better that others. you do not balance the dungeon here but the skills them self. you change how much DPS/healing they do. how its such a hard concept to understand?
Because that solution is untenable, unscalable and ridiculously dumb from any designer worth their salt due to the sheer massive overhead it creates.

Let's take a random example, Bloodspiller on DRK. Let's pretend arbitrarily, that they figured out to make it balanced with a 30 DRK, it gets adjusted to 200 potency.
BUT WAIT, there is now a patch released that changes how Delirium works by making it 30s instead of 60s, meaning now Bloodspiller is happening far more often. In the current system, literally nothing changes.
In your system, they now have to go and re-calculate the average DPS bloodspiller is contributing to the 90 DRK's rotation clashed against a low level DRK's rotation, then modify its potency again.

BUT WAIT, the new expansion is out and now Bloodspiller triggers an extra hit like continuation! In the current system, literally nothing changes.
In your system, they now have to take the combined potency of these two skills, change the scaling on the potencies for both skills now and re-calculate it for a third time.

BUT WAIT, now there's a patch that completely reworked DRK! Let's go back and re-calculate everything ONCE AGAIN!!!

This topic has been brought up countless times, Yoshi-P has flat out said no, itll never happen. For good reason, because any alternative system you pitch is going to be objectively worse than the current system purely because it'll introduce stupid amounts of overhead that will be annoying to balance anytime the numbers, rotations or stat/potency/etc squishes happen.

They currently have a system that is literally future proof. Literally zero overhead. Literally keeps the balance as tight as possible between players within a job of any level range. Why would any developer with even more than one braincell throw away such a finely tuned system for utter balancing chaos? That so hard to grasp? It has nothing to do with Yoshi-P as a person and everything to do with the current system just doing the job its meant to do perfectly.

"If it ain't broke, don't fix it." As they say. You can go level by always queueing the most on-level dungeon. You can farm tomes off of hunt trains & level cap dungeons. You don't ever have to touch level syncing if you want.