Quote Originally Posted by MicahZerrshia View Post
I would love to see actual raids. Dungeons that are less linear and have options. This game is just a series of boss kills. Even the 24 mans are just run from 1 boss to the next killing off a lil fodder along they way. Fodder should be more than just that and dungeons shouldn't follow such narrow guidelines, be more dangerous and have higher tier rewards.
Hm, this brings up a good point. Almost every major fight in this game consists of fights against a single boss with a large set of mechanics.

I started playing after HW release, but I went back to do Coil and noticed how different it was compared to Alexander (and all of HW, really). Many Coil instances had a dungeon-like prelude of sorts before the actual boss itself. One coil instance was essentially a dungeon in itself! So why has SE shifted away from that kind of design towards something that's really more like Trials that are just called raids?