Quote Originally Posted by Demacia View Post
Oh I agree that a huge timesink doesn't mean a challenge, but I do like it when players take the time to learn how to properly play a game in which their skill directly affects my progress (being a team-oriented multiplayer game and all). My issue is that if the dungeon has a time limit of an hour, what's wrong with a R25 group taking 45-60 minutes to clear it, have a rough time but score the win and the drops in the end as opposed 3x awful R25 players and their beastly R50 friend who just steamrolls the dungeon for them in 15 minutes for the same drops and rewards.

Like I said before part of the reason people liked XI's Chains of Promathia expansion was that boss fights/dungeons were level capped but progressively got higher the further into the story you went until it finally becomes uncapped. It was really challenging and the boss fights all took a degree of strategy (and overpowered party builds) to win, but they removed it and now an extensive and difficult storyline that actually took effort and teamwork before can be practically solo'd in a couple of days. I don't want the same to happen with XIV, not for another 10 years at least (assuming the game even lasts that long).
amen to that ^^ I think they removed it in FFXI because it was kinda old content now and irrelevant since they upped the max level to 99. When the max level was 75, it was relevant to keep a cap because the rewards you get from it were still good. Now at 99 I am not sure (but I cannot say because I am not playing anymore). But I think they should of left them there still, I would probably be playing again if they would have :P