Quote Originally Posted by TakoyakiLala View Post
I feel like I'm missing something here, lol. I just suggested basically what I thought the devs would do. Which Atreus is right. It's barebones and lazy. But the devs have never tried being very innovative when it comes to reinvigorating some life and entertainment into old content like ARR dungeons.

What I meant by my previous post is that if people suddenly have their whole kit in older content, then it would not only make the older content even easier and trial than it already has been. But may even cause some players to become inpatient with new players who don't yet have even half of the kit on ther job compared to their more experienced/further ahead counterparts. Thus it may cause those vet players to leave immediately.

Meh, I could be wrong, but that's just what I was thinking with my dumb Lala brain, lol!

I'd prefer if older content were hard adjusted to match the level and gear of all participating players, if I had to make a different suggestion. That way older content wouldn't be as easily steam rolled and experienced players could have their full kits without them trivializing the older content further.
If they're lazy, then it'll feel unbalanced. I think if they're smart with restricting maximum potencies (see my earlier comment), then there's a world where synced players are not enormously more powerful. They could also easily reduce the difference between "average item level" and "item level cap" for each duty because, as it stands, that gap is huge. Just look at the Crystal Tower raids. You don't even see mechanics anymore because of how many item levels OVER the requirement you get to be.