Quote Originally Posted by Valic View Post
Keep in mind this is a progressively skyward mmo... If it doesn't get harder, ur just doing everything you're already doing from previous expansions. Personally I've felt mechanics and parts of this game get progressively more difficult... It should be that way. I agree the idea to make solo instances have optional easier modes is pretty bad as those were good tests of you having to know your damn job. Those aside, if you read more than just the bold in my post... you can do more to a dungeon than just change the bosses to affect the layout of it. In my example, I offered the idea of hints that provide the party with information regarding 2 bosses in the instance that have mechanics that cater to specific roles and the players can decide which boss they fight next say... as the 2nd boss. One of two choices based on the party's composition/decision.

All this said, it is indeed possible to make bosses and dungeons not trivial through gear/level/stats. They just need to be more creative in how they do it. Like another earlier example, a map marking what tiles/roadway in the dungeon causes instant death when stood on, or where players need to stand in order to deactivate a trap and open the door. Otherwise you're wasting time or having your healer ress everyone constantly, leading into a pull with no MP or everyone with death debuffs. Well geared or not, having debuffs that make your dps go down, makes a slower run overall, and the decisions made can impact the overall effort. These are the kinda choices dungeons need more of to actually be adventurous and enjoyable imo.
It's not that they can't do it, but I just doubt whether there is any desire on the dev's part regarding normal dungeon designs, although maybe it could work for certain optional dungeons. Then again, maybe not if those dungeons are meant to be included in expert roulette.