Honestly... I don't get the mentality. Dungeons aren't designed to be overly challenging. I'm not even saying having them be easy or hard is bad/good, either.
Ok, let's think about what these dungeons will be run for and the average player you would expect to run them:
Gear upgrades
Possible glamour pieces... if the set is nice enough
Ex Roulette rewards. you cant choose what you get, after all
Returning players
First-time 60 players
"softcore" players (players that run roulettes/EX primals regularly and are on daily, but aren't "hardcore raiders")
Alt characters
"hardcore" players gearing secondary/tertiary/etc. Jobs
Now if we have these dungeons be more difficult yet designed to be cleared reliably on a daily basis, the rewards NEED to match this curve, or they wont even be run in the first place. I mean... would YOU run weeping City every day for ilvl 200-215 gear? Didn't think so.
Now who would benefit from an unreliable yet rewarding daily experience?
New players just gearing up on their first 60? no, they wont like have the previous gear/experience to even clear the content without getting carried/kicked. They would need to grind more on previous content first.
"softcore" players? well, they'd certainly run it daily, but these players also make up the bulk of players who drop at the first sign of any difficulty, high change they would drop to re-roll their roulette. I fear the fun added from more difficulty would be overshadowed by the annoyance of other unwilling players.
Hardcore end game raiders? well I'm not one myself, so I can't say I can speak for them... but I cant imagine they would have much enjoyment in having another checkbox they need to clear on the same level as theyre getting locked out of
Ok then.. what does a higher difficulty give in return?
Fun? well fun is subjective anyway... but for the sake of devil's advocate let's just say every single person that plays this game wants everything harder and challenge = fun unanimously
Pride in clearing the content? well... hmm... how long will that hole up once the tome farm kicks in?
Rewards scaled to the difficulty of the content? Well if dungeon gear becomes the "BiS" i would think that would defeat alot of the purpose of dungeon gear being the baseline.
I for one would like the idea of more difficulty being added to dungeons, but I can't really see it being beneficial for the playerbase... or fit for purpose. unlike raid content or EX primals, dungeons are meant/designed to be repeated and cleared reliably and somewhat quickly. granted, i know all 3 eventually ARE cleared reliably and quickly on a regular basis, but only ex roulette dungeons are DESIGNED to be


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