I beg of you, it doesn’t work at all with how the game is designed.
First of all, level is a huge part of it, which should be completely discouraged since it removes the possibility of challenging harder content at lower levels, which in turn would remove some of the game’s linearity.
Second, and this is the big one: the current damage formula makes it very hard to play with your friends. Why? Because your friends absolutely have to be in your level range. For example, if you are 100 and your friend is 130, you cannot grind efficiently with him because you will deal negligible damage (most likely 1 damage) to the mobs and probably take way more in return. And for a game with 500+ levels on release, that’s saying something. Peeps that start together may grow apart quickly because one of them plays more than the other, and that’s something you’ll want to avoid, since different people means different playstyles and overall time dedicated to the game.
Third, class balance: The system right now is incredibly biased towards DPS classes, because the formula employs a constant damage reduction, instead of a percentual reduction. What this means is that if a mob has 300 defense, and you have two guys with 400 and 600 attack respectively, the latter one will deal triple the damage of the first one. This goes so far as to prevent tank and support classes to progress on their own, because they hit a big wall on every boss and have to spend a good part of an hour chipping away at their HP. By all means, they should hit less, but never deal 1 damage, which I feel is quite insulting. Since the monsters’ EXP reward doesn’t increase exponentially (Like in RO for example) but gradually, lower levels grinding on a higher level map shouldn’t break the game at all.
I hope you enjoyed my rant, thanks for reading.

