We had these last expansion and almost no one did them. Lmfao
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The dungeon design in XIV was never amazing, but for the last 3 expansions it has been the exact same copy+pasted formula of 2 trash packs -> wall -> 2 trash packs -> boss -> repeat, with nothing but linear corridors connecting you to the next boss arena.
They're all essentially the same dungeon with the background scenery swapped out. Just look at Grand Cosmos with the big open garden area, but you're somehow still shoehorned into a bunch of corridors by invisible walls.
As clunky as a lot of the ARR dungeons ended up being, at least they were experimenting with different ideas and gimmicks. Boss mechanics have slightly improved in Dawntrail from the tired old "spread/stack, chariot/dynamo, dodge cleaves" song and dance while you whack the boss, but the actual layout between bosses has stayed exactly the same.
If it were up to me I would open the dungeons up a lot more, design the layout like a place people might actually live in, with open areas, alternate paths and optional bosses.
Give those a chance to dop housing items, minions and maybe even rare mounts to incentivize doing the optional ones, but allow people to just rush to the end if all they want is the quick roulette bonus.
For context I still consider Blackrock Depths in vanilla WoW to be the best dungeon ever made, something Blizzard themselves have never quite managed to repeat, but that's partially because they shackled themselves to the mythic+ system so all dungeons need to work with it.
XIV doesn't really have that restriction and if one dungeon takes longer than the others in the pool (for expert as an example) just increase the rewards you get from it, they were already able to do it with Praetorium/Castrum before the rework.
The problems with Criterion are myriad. The extreme jump in difficulty compared to the normal variant version, the arbitrary restrictions on raise, the lack of enticing rewards and, at least for me, the fact that it wasn't really a harder dungeon but a bunch of extreme trial/savage bosses strung together.
But this wasn't always the case was it? Some of those earlier dungeon designs could be challenging. The original aurum was wonderful in it's way.
It just wasn't always like it is now.
Now if they've done it for accessibility reasons I would absolutely adore that. I would happily say if it's a choice between keeping me subbed and keeping MSQ MMO open for accessibility needs, forget about me. But if you want to keep me I'll need more than 3 dungeons every 2 years or whatever it is.
If it's not for accessibility reasons then they have severely underestimated the lowest denominator.
Yeah that's a good point. It was effectively the 450 cap that stopped me trying Savage. When I had a chance to join a group and try it, my main job was already taken.
Why they bother with the cap at all given that only applys to people who already are the only people who actually also have content to keep them there anyway.
I'll die on this hill.
Sharlayan is where the world building died / will die.
Why bother adventuring, finding out information, talking to locals, talking to people, when:
Sharlayan has all the top tech in the world
Sharlayan has a LISTENING POST INTO THE AFTERLIFE
Sharlayan can invent any mcguffin the writer wants it to invent (Example, teleporter that doesnt need aether manipulation, because Thancred couldn't teleport, CONVENIENT)
Sharlayan has a scholar for every possible thing you can think of
Sharlayan can send gleaners to get anything in the world
Sharlayan HAS EXPOSITION FOR DAYS FOR YOU BECAUSE THEY KNOW EVERYTHING or someone wrote a book on something
Sharlayan built a spaceship, to get into outer space and are planning on using it for further planetary exploration. Yes, that is a sentence
Dude, why bother with any notion of discovery, let alone any fantasy aspect in the worldbuilding anymore when these nerds got us covered in every front.