Quote Originally Posted by SendohJin View Post
the purpose is to make this one game, not 3 different ones. DoW and DoH and DoL are all part of the same game. don't ask your "crafter friend", ask your raid Healer to do it because your Healer also crafts.
I said crafter friend because he just happens to mostly do crafting while doing one DREX a day on his main. As it stands, it is "one game", crafters can make a lot of things players utilize. Gear, glamour and furniture are all very valuable and sell quite fast.

Quote Originally Posted by SendohJin View Post
there could be less RNG this way.
Explain how it's less RNG when instead of hoping your token or gear piece drops, you now have to hope it drops and hope the material drops too? That's not even the end of it, you'll have to roll against several other players for the material.


Quote Originally Posted by SendohJin View Post
the point is for people like you to stop talking about it as if Crafters can't do Raids and Raiders can't craft. both of those things are obviously not true and obviously not how this game is designed.
I'm entirely aware of that, but a lot of complaints about being unable to produce the best PvE gear have been made by those who mostly crafter, but this is from my own experience so... ¯\_(ツ)_/¯

Quote Originally Posted by SendohJin View Post
and Raiders don't need to do FATEs, and Raiders don't do Treasure Maps, and Raiders don't do Hunts. the suggestion is to get more people to do more things, so that less people complain about no content.
There's plenty of content in this game, it's just people don't want to do it. I myself don't want to do Treasure Maps or FATEs, I don't want to log in and feel like "Time to work on this chore I have because SE decided it's better to force content on players!". The lack of content comes from how it's too spread out and not focused on 2-3 parts, not the overall game. Locking these drops behind those things will get them to participate in the content, sure. But is that fun for them? The most likely answer is no, FATEs are tedious and lack any semblance of a proper challenge, the same can be said for Treasure Maps. I did find them the most fun option for making gil back in early 3.0 though, but as of now you're almost guaranteed to lose money on them. But again, I know many people who don't enjoy that content. Forcing Hunts was bad enough (Treasure Maps > Hunts though).

Quote Originally Posted by SendohJin View Post
that's what gil should be for.
I still can't see how this would be beneficial to anyone but crafters, and it would only further the RMT problem.

At the end all I can say is we clearly have two different opinions on how it should be done and they likely won't budge, so there's no point in talking about this further. But my opinion on it is the best gear should not rely on crafters whatsoever, penta melded gear? Sure. But drops from Alexander Normal, Savage, Esoterics or Extreme Primals? Nope.

Quote Originally Posted by Kosmos992k View Post
How would you feel if the dungeons were not quite so farmable, you could not run them so quickly (because they retain some difficulty, not simply because of artificial speed-bumps that prevent mass pulls), but the drops were better/drop at a better rate? That way you would not run the content so many times or so often, and there would be more challenge to that content.

The way I see it if we could do something to reduce the frequency with which these dungeons are run, but increase the worth of doing them appropriately, we would refuce fatigue and burnout, and reduce the feeling of it being a chore.
What low level dungeons are actually difficult at minimum ilvl sync? I don't consider things taking forever to kill challenging, and if anything that would increase the feeling of it being a chore, especially since we have only a bit of our abilities. As for your other idea of adding a new difficulty, that's not keeping old content relevant. That's replacing old content further increasing queue times for the original, which is one of the only reasons SE keeps old content relevant. I'd also much prefer those development sources be allocated into bringing up the level 51-59 dungeons to level 60 and throwing them in the EX roulette. That would also give variety to the PvE endgame which is lacking in almost every department, and it would also be "new" content that came with the release of Heavensward so it would be fresh.

How much times have I don't the Vault, the Library, or the Aery? 5-15 times maybe. 2.0 dungeons? I've done some of them so many times that I never want to step foot in those ever again. They're incredibly boring (as mentioned earlier, lack of abilities), bosses have no interesting mechanics or require you to actively dodge on the level of something like the Vault, and are just all around sub-par in comparison to Heavensward dungeons. If we're talking 2.1+, then yeah they're better as the patches go on, but I've still run those on roulette so many times, as opposed to the Heavensward leveling dungeons.