
1.0 wasn't exactly considered fun by the community though, was it?What a weak argument that is, especially when the mess of 1.0 managed to make dungeon running more engaging than FFXIV ARR+ ever has.
This is Cutter's Cry before its revamp into ARR's Cutter's Cry. It gave reason for the party to split up and sync up their kills to get certain chests. It gave reasons to keep wanting to go back in and properly gear your characters out, though part of that also had to do with the limited pool of gear, and it made sure to not put all the best gear in one dungeon splitting it among the 1.0 version of Aurum Vale that had its own unique setup. The issue is we shouldn't expect dungeons to be content that is just forgotten after being done once instead we should be expecting the Devs to further their design philosophy once they finally know how to make a base dungeon. The dungeons have kept following the same setup for years now and while it was fine during the reboot launch you would have expected some work being put into them to make them more interesting than they are now. The only good piece of battle content that has some seem growth has been Raid Bosses.
Looking for RP on the First!
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