Quote Originally Posted by Kallera View Post

I wanted to avoid that misconception. Its an improvement I agree. What im trying to say is that alex is not part of the problem, but it made people aware another problem existed with endgame.

Ok then. But here's the issue.

Let's take it as a granted, for a moment, that entirety of what we received was the maximum amount they were able to give us for the timeframe.

In terms of improving delivery on the first patch of the expansion, what do we take away, to add to what we have?

It's clear that SE made the design decision to start the expansion by covering their bases. With the exception of the 24 man Raid, which has a set place in the content cycle, all the systems that needed updating were updated. Let's list out all we got for a moment.

Zones
Storyline (including several combat instances)
FATE System - (Including Special Fates with unique drops)
(Temple) Leve System (includes large scale leves)
Leveling Dungeons (6)
Storyline Trials (3)
Hunts (Sustainable up to and including entry level Endgame)
Treature Hunts (casual venture)
Airship Ventures
FC Crafting
Tomestone Dungeons (2)
New PvP Zone/Mode (1)
New Crafting/Gathering Grind
Alexander Normal
Alexander Savage

To add more endgame 'new' something of the above needs be sacrificed.

The question I pose is, do we push back work on something like Alexander, our highest progression aspect, to release a new system that may not be the highest accessible gear in a patch cycle?

Ideally to not insult or hurt another play-style, something of endgame has to give to give something new to endgame. Otherwise you're going to have a different segment of players argue against it. But I'm willing to hear suggestions from around the table.