Quote Originally Posted by FoxyAreku View Post
WoW has 3 difficulties, but they also have a much bigger team (and like 90% of the point of that game is to raid, unlike here). I'm not sure they have the people to make this and still have a 3 month patch schedule..
Correct. The XIV dev team has said numerous times that they don't have the staff to make differentiating difficulty tiers, not without SERIOUS detriment to other forms of content.

I think WoW's mythic keystone dungeons might be a good solution for some of this. Keystones are really simple in practice, and probably simple to program - every keystone you put into this fountain at the start of the dungeon in WoW boosts the mob HP and damage by something like 2%? Stackable up to a certain point. As a result, the ilevel of the gear rewarded scales with it, so if your 5-man team is skilled enough to clear the dungeon within the time limit (there's a time limit), you can get some pretty nice rewards WITHOUT raiding.

This could work similarly with the Alexander Savage tokens or tomestones. Let players put in an item that adjusts the difficulty of their expert roulette or something, and have it reward more tomestones, maybe with a SUPER rare chance at getting a raid gear token (I think just more tomestones would also work, though).

For whatever reason, there are a ton of people who don't give a crap about raiding, and while I don't think they should be left with faceroll fluff as their only means of content, I don't think adding MORE raid tiers is the solution. I think more variable sizes for challenging content is a better way, considering most peoples' issue is along the lines of, "my schedule doesn't allow me to raid" or whatever. Keystone dungeons are fairly difficult, but they're not especially time-consuming. I think they're a great midcore alternative for people who don't want to raid.