Quote Originally Posted by linay View Post
The point here is that the multiple instances there are in the game don't go to waste. Every time you do a leveling roulette, for example, either to level another job on the same character or to gain more tomestone or to help someone else, you can potentially still get to run Sastasha, the very first dungeon in this game. That might not even be an option in another MMO except maybe helping someone else run an instance.
While Sastasha doesn't go to waste thanks to being included in the duty roulettes, it doesn't magically make it endgame content either.

Though filler content aside, I do still think the primary culprit of the lack of content complaints is due to missing challenging and varied battle content for the current level cap. (Its why I'm patiently waiting on NG+.)

Ultimately, it is probably due to some odd gaps in the difficulty thanks to only one of two difficulty sliders really seeming to being used much. We got the what I would call the professionalism slider (normal, extreme, savage, ultimate) and the generic progression slider. The professionalism slider very cleary gets used and can very quickly tell as it slides one way or the other. The generic progression slider seems to have gotten stuck or forgotten about somewhere on the low end. ARR you could tell the general difficulty went up slowly across the story but also didn't feel like it was crossing into the next professional tier. The recent expansions have not had that feel to them.

When done right this creates a nice nearly smooth difficulty curve. When done wrong you get an odd stair step/cliff difficulty curve. The stair/cliff curves also tend to have a lack of content or rushed feel to them.