Are they not both 2.0 dungeons? If they are, then they're released together without having player feedback, so I would count that as 1 time unless they were released separately or they were in 1.0 previously.
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Well then I guess more 8 man dungeon won't work because the current playerbase is stuck on some world of warcraft gaming mentality sadly. 4 man dungeons are ok I guess but they get boring really quick.
More exactly, the cutscene is not introducing the dungeon boss, but Lahabrea - from memory, our character's first real meeting with him. He sets the banemite on us in the last few seconds of the cutscene.
Actually, there is. It tends to be where they put the specialised crafting materials - things like Seagrot Water from Sastasha, Fine Wax from Haukke Manor (good luck getting into that side room if your party didn't kill the toadstools), seedlings from Toto-Rak and Aurum Vale, relic-base items and high-end crafting materials in the ARR endgame dungeons like Amdapor Keep and the Wanderer's Palace.
Generally there's only a chance of getting the good item, otherwise you just get potions and most likely conclude the chest isn't worth the effort next time.
As much as I want this to be a thing, I know the queue times will be horrible!! Twice as bad as with a 4-man dungeon, in fact! If they could figure out a way for queues not to be so long, or allow CHOCOBOS into dungeons or something, I'd be all for it!
The thing is, it's the only way to get those items, so a number of crafts (mostly housing) are reliant on people getting those chests.
It's also dependent on where you are in the game of course. My newbie rogue just made 60,000 gil (a fair chunk of his current savings) from selling one chest-worth of Fine Wax because I could use Hide to sneak past the toadstools and open the storeroom lock before they got me.