Quote Originally Posted by linay View Post
A more challenging dungeon doesn't have to be in the form of Mythic+ system.
To be fair, "Mythic+ styled dungeons" are just ones that are designed with later scaling in mind. It faintly constrains the mechanics they can put it (or, really, how they put those mechanics in, in order to avoid unintended effects later), but massively saves on development costs in retailoring the dungeon if/when it's scaled.


Tangential:
A "Mythic+ styled system" similarly would just be any system which reuses dungeons to create large amounts of playtime at granular difficulty levels (largely to reach and engage more strata of players) at low development cost. It doesn't mean you need to have affixes. It doesn't mean you have to have the later-period WoW dungeon consistency of a few trash pulls and then a boss, a few trash pulls and then a boss (the complaints for which are likewise oddly familiar)?

There are things XIV has done wrong in following on WoW's heels -- which was by no means part and parcel only of the reboot; most ways in which XIV has "refined" its design over time will look painfully familiar to WoW's, save for WoW's most recent waves of "un-pruning" jobs while XIV has gone in the opposite direction as if just one design paradigm behind -- nor by arriving at the same errant conclusions in its own way. But, there are simple improvements, be they in UI, auxiliary features like transmog/glamour, or reiterative systems that at least show XIV has obviously lucrative ways to improve itself.

It's not that "we need Mythic+" so much as just "we could use more midcore content, preferably in a way that has low periodic development costs, and prefereably in a way that makes it feel like we almost always have something to do worth doing even if we don't like crafting/gathering/omnileveling".