And FATE grinding gives you more Company Seals than you can hold.

While the dungeon/quest grinders get to 50 and have to grind FATEs now for seals, the FATE grinders could have ranked up all the way to the top and have enough seals for a full set of iLv 55 gear.

FATE grinding is also more efficient because they're all just a zerg-fest. Dungeons however you can wipe, DPS can be slow, you could run into trolls, etc. In a FATE, it doesn't matter at all what everyone else are doing. They might as well be NPCs.

So on the one hand you have everything to gain by running FATEs, on the other hand you keep losing out on stuff here and there if you grind dungeons.

I believe people who grind dungeons now are only those who really love dungeons. Or want some particular drop from a dungeon.

Now to be fair, the design intention was to let players do a good mix of everything. Do dungeons every now and then, run a FATE if you're close by, take a detour while questing to complete your hunting log, etc., so dungeon grinding shouldn't be the "best" leveling grind anyway.

But then the same applies to FATEs. That's why we think it's not balanced properly. In my opinion FATEs should not spawn so frequently, and they should last a lot longer than the 3~5min rush they are now. Make them few but very rewarding. This locus swarm FATE zerging army in some zones is so sad that I am tempted to join them all the time. :3