A bit off-topic, but I'm hoping that the Diadem revamp currently in the works places a lot more focus on gathering/fishing/exploring/interacting with the environment instead of just mindlessly zerging trash mobs.The thing is, this is not what they asked for. This content is, when you get down to it, just killing mobs over and over, like every other dungeon / raid in the game. Nyzul Isle was content that had varying objectives where the focus was getting to the next floor which did not always entail combat as the primary focus. People were asking for something like that to break up the monotony of XIV's singular objective of "combat, combat, combat" in content. They gave us Nyzul Isle in "combat, combat, combat" fashion without the objectives that made it interesting. So if you think this is exactly what people were asking for, you'd be wrong on that.
100% agreed. It had all kinds of potential but ended up being the most basic kind of content in the end.
In my head I've planned out this whole big thing basically making use of every job in the game...from DRGs using Jump at certain locations to scare rare mobs down from trees, to weavers crafting a rare type of spiderweb that slows an enemy that would otherwise attack as quickly and powerfully as the T2 boss when you disable the Quaratine node, to MCHs/WHMs punting a trash mob off an edge to act as bait for a powerful flying monster to head your way...that kind of thing.
I guess those things are still tied to "battle content" in the end, but I feel like being able to use tradecrafts and job skills in unexpected ways might have done a lot for preserving the player interest in the content. ESPECIALLY if the game didn't provide you with yellow map circles or big sparkly key item points on the ground showing you where/how to do those things, and if they were random each time.
Sorry, tangent. ^^;; I'll stop now.
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