Ye this be great this way.
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I would like to see some source on there being even fewer dungeons in 6.x, because I haven't seen anything similar and it doesn't fit into how dungeons are used.
Otherwise, while I definitely understand the appeal of complex dungeons, especially as a long-time Zelda fan, I simply don't think the game is designed with them as the "main content." They are primarily story content, and their use in the end game for expert roulette is mostly used to cap out tomestones each week, and that's not even a necessity to do every day. You can easily cap weekly tomestones if you can catch 1-2 hunt trains. The gear isn't really valuable for progression outside of fringe cases or glamour.
I think the issue with trying to make them more complex stems from the game being mostly tuned for 8-man battle content. There's no real exploration or puzzling mechanic in the game that wouldn't either be solved immediately thus removing any complexity, or insanely tedious to do. Imagine how awful dungeons would be if they relied on treasure maps' RNG or the platforming mechanics from Gold Saucer to progress.
Well, for the amount of dungeons... I think partially at least for 5.x the amount was kind of hindered because of a certain virus going around for most of it's time... And also making them work with Trusts takes longer.
They should just stop doing them, honestly, given by the responses dungeons complaints get from the average XIV player.
They just want to do their dailies in a hurry to cross off items from their chores checklist required to get weekly capped currencies for gear with item level they won't use. So let's just not even bother with adds and the atrocious hallway design, just have them be 3 bosses and with checkpoints between.
After all, adds don't matter. Dead-ends with chests don't matter. Dungeon mechanics are bad. And I just want to hurry up, get my glamour and gpose. The least amount I can dedicate to, eyuck, doing combat and exploration in a japanese RPG, the better.
All the pve content design issues XIV has is resulted from players feeling entitled to rewards they have objectively no need for and then the developers bending to their entitlement. Players mistaking rewards for a "right" rather than something you're supposed to earn by clearing optional challenges.
Dungeon are fluff content and will remain as such.
Hot take but Aurum Vale is only hated because you have to try. You don’t even have to focus much on any dungeon as a tank and DPS responsibilities? Nty just let me spam aoes.
If you want harder content, there are extreme and savage runs. We don't need things to be any more difficult in these dungeons as it is. Having new people run a dungeon in minimum gear is tough enough. Tanks have a tendency to get stuck in this mode of tanking to the north and not adjusting for certain mechs. (Tycoon and Amhuluk come to mind).