




If you're talking about Raid Dungeons most likely will be challenging as this was made for fighting class only, for gatherer/crafter people the Raid Dungeon's mean crap to them. Feel sorry for those doing gatherer/crafter as main class only.
Last edited by Reinheart; 06-25-2011 at 04:10 AM.

Here's my thoughts on the matter for main content:
"Escape (Run Away!)" I'm serious, get what you came for (item's, treasure's, whatever) and high tale it out of there!, if you get cornered it's all over. . . give the proper changes "run away" can become a useful function and feature towards game-play. An Example: ( Ul'dah's beginning main scenario story; selecting crafter or gathering the only option is to throw rocks and depend on the NPCs to fight the battle for you.) (However what if "Run Away" become another option; to "Running Away" could also means to "Take Another Route" the scene then changes, the monster chases after character running away.
Also don't forget even now almost all RPG have seen to it that "Escaping" means ("Try Again Later") otherwise progression is Not Possible. But I thinking bring it to FFXIV, multiple pathways become an option, take a different paths in the stories.[maybe even use it as a "tactical strategic retreat" as well someday]
Last edited by Dras6fin; 06-30-2011 at 03:51 PM.
"It's The Journey that is important, The Destination is Not that important."
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. . . give the proper changes "run away" can become a useful function and feature towards game-play. An Example: ( Ul'dah's beginning main scenario story; selecting crafter or gathering the only option is to throw rocks and depend on the NPCs to fight the battle for you.) (However what if "Run Away" become another option; to "Running Away" could also means to "Take Another Route" the scene then changes, the monster chases after character running away. 

