Doesn't matter what the Smiths say, either, because nobody pays attention to that anyway. Not even Square.
Mentor's just a dumb crown thing that means something different to every person. The roulette is only another roulette with high requirements, and as just another roulette you have the option to bail or votekick as you personally see fit.
You can go on and on about what you think Mentor should be based off of what Yoship wishes and hopes for, but hopes and dreams mean nothing against the practical truth of the design itself. The practical truth of dungeon and tank design means, if the tank doesn't tank then they get kicked because the healer probably just died.
That practical truth is if someone's cleared every bit of content available in the game, they're wasted on Praetorium or Castrum. The other practical truth is even if one can avoid Castrum/Praetorium by avoiding the MSQ roulette, that doesn't make these quality dungeons. Square's failed them both by overnerfing the combat encounters and requiring far too many cutscenes, and -- even if they can be avoided -- they need to be decommissioned or reworked. Increasing incentives does not magically make these poor design decisions good; they're still garbage.
Heck, if they're going to require cutscenes and provide incentives that's fine-- just restore their former difficulty. As things stand, though, it's straight trash from beginning to end, and their easiest way out is to remove them entirely.



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