Red Kutai
DrQuint
Mighty Ninja Jake
Yeah, I disagree for the same reasons everyone else said.
Quite a few went around the issue and agreed with it.
Personally, I'd never ask for the cap to be removed. While tempting, the game currently doesn't have the ability to scale the the difficulty along with CL scaling. A Cl 10.5 OMGWTF is actually a very feeble monster and that CL 10 players dispatch with not too much effort. Several instances are easier to beat by scaling below the usual level as well, Coliseum being a very obvious offender. Go to any dev meet and try to convince JK really hard to spawn the instance bosses the same way he does sharks, and you'll see what I mean.
Which means that, by removing the auto-scale and allowing people to beat instances at any level with the instance going up, devs would also need to rebalance the stat scaling on
every single monster. I have better things to ask Swarf to do.
Don't all scaling stats scale linearly? The relationship between Health and Damage is constant, and the relationship between Accuracy and Dodge is presumed to be so as well. There's admittedly a minute difference in difficulty, making up-scaled enemies easier (simply because 0.5 is a bigger portion of 3.0, than it is of 10.0), but even then the issues aren't particularly extreme, and could be adjusted for reasonably.
The game doesn't utilise complicated scaling; everything should be roughly relative, at any given point. The reason bosses seem to be defeated so quickly at dev meets would be the increased number of players attacking (thus actually making it quicker) and the absence of the rest of the instance - even inside their instances, at proper scale, bosses themselves don't last that long; the fact simply becomes compounded more noticeably when there 2 or 3 times as many players attacking them.
To be honest, though, I don't know why under-leveling would make an instance easier in any way - why is it that the Coliseum functions that way, you think?
I am aware that all stats scale linearly, but it still goes against proof. Bosses DO die quickly in a seemingly independent way from number of players, or maybe I'm led to believe so. KKD in particular loses vastly noticeable chunks of health with each individual attack.
Actually, I should just test this out. OMGWTF is a good guinea pig for this. Running DMP and checking his stats for both Cl 2.0 and Cl 3.0, or whatever the limit was. Now, either the HP is 1.5 as large on the latter, and I'm wrong, or it gains increments of X hp per Cl on top of a Y Hp base. Same test for damage average at same level/same buff status.
Also, just an aside from this rationale: One of the "old tricks in the book" to make any instance easier is have rings 1 CL above your average levels, with Buffs dragging the Cl down at the same time. Monsters scale down while your damage/heal output scales up.
Even disregarding that, I have no idea why the hell CL 2.5 coliseum runs feel easier than Cl 10.0 ones, but people who did it tend to agree. Could be a case of mass... uh... mass delusion? If anything, they should feel harder, were that other method of scaling to be true.