Well it was never a difficulty boost patch to begin with. The original had no planning or any real pretending at balance and was plagued with lots of bad and incredibly novice design decisions. The 2nd patch was almost entirely written up before I ever started changing any code, and I spent a lot more time balancing things. I can see how those changes would feel weaker compared to the first patch but this really is a whole new project and while there are a lot of borrowed ideas from the first one - things I either really liked or wanted to revise specifically - comparing the two is only so relevant. The numbers aren't even close to the same scale but they still get pretty outrageous. Unlocking jobs faster is very intentional. People aren't playing these things to have to struggle to see the new content one tiny piece at a time, but game flow is still important and just opening everything at once from the get-go would be almost as bad as limiting stuff too much, so that was an attempt to avoid those pitfalls. Same thing with reduced JP costs on most things both in general compared to how things were priced out in vanilla and also those easy analogs to things in CCP1. All part of that poor design choices thing from my first project. ^-^;;