Originally Posted by
Karan_Vess
Please read my suggestions more carefully. You have a severe misunderstanding of what they are.
At the start of the exploration dungeon through duty finder you would pick the path you want to take just like you do in the criterion dungeons right now. As I said, a single path would take around the same amount of time as the usual dungeons and give comparable rewards. So, let's say you get into an exploration dungeon through roulette. You won't be any slower than going through a regular dungeon. If you went in with a premade group you could decide to just farm one route to get the specific loot for that route, or do the entire dungeon to get some sort of special bonus loot.
As I said, every single dungeon is the same with the only difference being how it looks. What I'm suggesting is a break from that moldy formula. Kiting in a dungeon the way they are now would be a failure, yes. But that's because every encounter works on the basis that you have to fight your way through. What if you didn't have to fight for once but solve a puzzle instead? I want some more creativity in encounter design.
I already explained my idea behind class customization in another post, so I will just copy that:
Job customization shouldn't result in a difference in DPS output. In it's most basic form, my suggestion is make the skill green instead of blue because I like green more. These customization options should only give a difference in feel, no more.
Your hostility is unwarranted and childish.