Quote Originally Posted by Vieilocean View Post
2. A completely instanced area. Not like the usual dungeons or raids (corridor, room, corridor, room) but an area like Dravanian Forelands completely instanced. The players will start in a safe outpost in this instance (like Tailfeather).
I highly doubt the servers could handle instanced zones of that scale, unless it were one at a time. The only reason Diadem is so large and stable is because of the fact that it cycles in so many players in one instance. A large zone for a single party of 8 would mean that there would have to be lockouts and long queue times.

7. Mobs :
- NO mobs like the hunts' rank S/A or Diadem’s ones that have only a large amount of HP and one mechanic.
- NO trash-mobs like the ones we have in dungeons or raids, with mechanics restricted to only meres aoe.
- YES to mobs that have synergy between them, a group of four mobs (linked) like this one : a mob that deals high damage, a mob healer, one that cast debuffs (vulnerability, paralysis) and the last one that does not have aggro. Groups of mobs that oblige the players to play they're job at their best. More fun, more challenge with basic mechanics.
- YES to a more complex system of patrols, and with an instanced area and not a dungeon-like map (see number 2) the tanks' pulls and positioning will become the key to survive in this content.
This is actually the one that I have the biggest criticism for. This game is not designed for that sort of mechanical play. The only job in the game that has efficient CC to counter support related mobs is BLM, thanks to Sleep... which is also only AoE, for a short time, and suffers DR. No one else has effective CC to counter what's meant to be groups of "mini boss" type of trash.

If the designed intent is for non-AoE tanking, that would mean the mobs have to be so dangerous that tanks WILL die quickly if they're all up and about. This also means that strays, because tanks can't do much AoE threat that wouldn't remove CC, hitting other party members will result in an essentially 1-2 hit kill. With pats being a problem, a lot of non-BLM CC is generally going to be more problematic than otherwise (knockbacks + bind = patrol bait).

There's just so much wrong with the base design of jobs that this is, in absolutely no way, a "mid core" difficulty of content. If we had an actual support job that is exclusively dedicated to the role (emphasized for the mouthbreathers that still think such a thing exists with BRD here), then this wouldn't be an issue probably. Given that's not the case, however, there's too many negative potentials to make this form of content work properly. Stacking a bunch of BLMs might work though, since if you only have 1, you're risking WAY too much.

10. Last Boss. Once all the party manages to complete all the 10 quests the arena where the last boss dwells can be accessed. The difficulty of this boss it must be like the fights of the Minstrel's Ballad, Ultima’s Bane and Thordan at the time of their respective releases. As I said at the beginning of this post, it’s a challenging content, so this boss must be killed with a single try. If the party wipes, all got kicked from the instance.
This one is more of a problem towards participation. With how long it would take to reach that point, practically no one would really bother... particularly no one that considers themselves "mid core". There's no real situation to learn the fight, that's why. Even XI was not that punishing. What's the point in creating content that no one can (or would) realistically attempt? Keep in mind, that's being stated based on not just the length of time to get to that 1-try only boss, but also the limitations related to what I stated earlier.