It's no secret that solo is essentially nonexistent for many jobs, and for those who do it well, the gains fall far short of PT (as it should.) With every camp being instantly filled and many people languishing in whitegate or some other idle spot, I begin to think of how this game could truly support solo play, so we can actually advance ourselves in a meaningful way without being chained to PTs, being made to wait on quests & events with various time restrictions, being a particular job or level, or using larger amounts of consumable items for less exp. There are far too many areas in this game that go completely unused, long stretches of land that serve absolutely no purpose other than filler. Solo play could make an area something more than simply area B between areas A and C.
The 2h v 1h War gave me a bit of insight into the game's mechanics; how one thing reacts with another, how damage, hit rate, and other stats are calculated against an opponent. In many cases, we're not compensating for our enemy's stats, but their higher level. So I thought 'What effect would easing the grip Level Correction has on our damage (given/taken), hit rate, resist rate, and defensive skill proc rate on Easy Prey to Toughs have on the game in general? Naturally, I see all the good points: Kill more monsters Solo for less down time. Open up the world, so everyone could actually see it (instead of just valkurm > qufim > jungle > garlaige/nest > nest/garlaige > kufta > colibri > puk > colibri > puk/colibri.) Fewer people idling in city areas, being spread out more in the world. Encouraging Travel, Exploration, etc. As hard as I try, the only down point I can see is a strengthening of burns, but since this change would apply to every job (and most camps still have good number of VT-ITs), this can't really be seen as unbalancing.
PT's exp bonus and greater killing speed would ensure that they will always have the top spot. Duos & trios could make more than before, but VTs and ITs would still work the same. This would always keep them weaker than a full 6. There are still mobs that are inherently stronger than most (morbols, rams, manticore, etc.), so there would be difficult mobs even with this change. Mobs you either avoid or prepare for specifically.
I had all these other ideas that involved a major overhaul of the exp system, but the signet patch has already shown us how simple such a thing could be done (though that alone wasn't enough to create a shift.) I suppose my real question is, would adjusting the system as I've stated be enough for a solo melee blood tanking to get 2-4k/h, a *balanced* (non-manaburn) duo/trio to get 4-8k/h, and a PT still make the same it was before?
P.S. Yea, this is a 'What if' topic, and stuff like that is kinda nubish, but it pertains to something that is considered advanced: The Damage Formula.
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