Quote Originally Posted by Hawklaser View Post
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The problem with your gameplay reflecting the story argument is that you're only looking at one angle, yes it could be argued that bosses should match their power in the story with the challenge but why doesn't X boss just knock me right off the platform? Or why don't any of the many dragons we fight just fly up and never come down? Why can I retry a fight against an enemy thet just killed me? All of those things are just as out of place as a boss being weaker when I fight them as they just were in the cutscene where they handed me my butt, but that's simply the disconnect between gameplay and narrative.

As for the dungeons, you are comparing a games launch with an expansion pack one being the core release the second being an addon. You are correct that the game had several dungeons that were not connected to the main story and some of them were a little harder then the standard ones however 3 of those you listed Cutter's Cry, Dzemael Darkhold and Aurum Vale are retooled 1.0 dungeons so a lot of the work for them was already there, they weren't made from scratch, that was how they got ARR out the door so fast, reusing as much of 1.0 as they could.

As for taking some of the story dungeons away and using them for end game that is a rather large negative change for anyone who cares little for the end game grind but enjoys the story, it may not seem like much but losing those dungeons takes a lot away from the story. Suddenly the light wardens are almost all either solo instances or cutscens, the Fauth? Also either or, you've just taken a lot of the MMO out of the story element of the game and drastically changed how they'd tell the story.
You've also negatively impacted the levelling experience as well, now people levelling their trusts or just other jobs or even their first only have 3 new dungeons to use, making them stuck running the same one for much longer, which is a big deal in a game where you can and many do and level everything on a single character.

This is really the large issue, what you've suggested is a very large change across the whole formula if it goes poorly they can't just ignore or accept it, it could have a large impact, the kind of shake up moving and adding all that around is what they did for 1.0-2.0 where the game was failing, it needed that shake up because of that failure why dose it need it now? You and others say it could make the game better, but many more like it as is, that's the problem here its a risk for no other reason than I'd like this can you try this. They are trying new content all the time just not at the expense or risk of anything else.
Why risk so much when its not only working but thriving when they've still room to try a new thing here or there? That's what you'd have to convince SE but after 1.0 I don't see them being OK with anything with any risk especially when 14 is doing so well and continues to do so.