Quote Originally Posted by TabrisOmbrelame View Post
Imagine doing a raid like one of World of Warcraft, just to name one Ice Crown Citadel.

If I remember correctly it was 12 boss in the same instance. Well the timer in this kind of content is useless xD
Something more akin to WoW's Naxxramas would probably make the most sense.

Where it was 14 bosses in the same instance. But 4 different paths from the start taking you down a wing that each had 3 bosses down it (Along with some Trash between)

With completing all 4 wings unlocking the "Final" path which has just 2 bosses and no trash in it (Unless you count the start of the final boss's encounter where you fought trash before the boss deemed you worthwhile to actually pay attention to)

As far as "Muh lewt!" goes, in WoW they also had it so that trash could drop loot. So it wasn't just a waste of time to clear them, because you could get some epics drop from them (Which sometimes had progression raids that were struggling actually set aside some time to just farm trash and reset the instance to farm more trash in order to try and get some of this loot to then help them for the following week's lockout)

To be fair, the main limiting factor in FFXIV's raid design is how everything is done on that timer. So you can't have deep progression of a raid because once the timer is over, that's it to re-enter you start again from the very beginning...

Even Eureka is on a timer (Albeit as a persistent zone, so you can leave and re-enter the same one with a new timer)... So the best they can do is maybe have Deep Dungeon style "Saving" of progression, where you can clear trash/mini-bosses and then save your progression after beating the boss ready to continue on from that point (Or reset and start from the beginning again to farm the boss)