Quote Originally Posted by Shurrikhan View Post
Again, no one has even once asked for Mythic+, only a system that can accomplish something "like" what Mythic+ did. That is an incredibly "broad set" of options by which to expand midcore content, a frequently requested "improvement".

Progressive likewise does not mean limitless. It just means that you can start into it sooner and finish it later with finer increments of success, both more accessible and longer-lasting. It's the difference between a piece of content seeming directed solely at one group of players or another or challenging players to get as far as they can, pushing their own limits.
Well if you can clarify what you mean, then I can reserve judgment.

Actually, let me just clarify what I don't like about Mythic+

1. Timed run, especially with WoW's dungeon layout. If it's with FFXIV's current dungeon layout, it might be better (but I still dislike timed run in general), but I don't want the dungeon layout to change to something I may not like due to a Mythic+ system.
2. Progression (including negative progression) based on the timer, not just on completing the dungeon. (This is different from enrage mechanics that are intended to not make you waste time on a fight by pure brute force because you can still complete the dungeon even if you didn't beat the time.)
3. No lockouts combined with WoW's gearing system. If it were to fit FFXIV's system, like giving tomestone which is capped, then it might be better (but I still don't like the time issue in general). You can choose to continue doing it, but not because of gearing.

This one is minor:
4. Some of the affixes are silly, but that's just mechanics, and I've enjoyed FFXIV's mechanics so far.

Quote Originally Posted by Shurrikhan View Post
Our dungeons are already identical to Mythic+ inspired dungeons except in that XIV's are less creative in their variety of pull sizes and diversity of mobs (via variety in mob strength and the strength of their skills and effects). We're already working from a far, far more constrained base.

If our dungeons were all alike to 1.x's Cutter's Cry, complete with the party being split up at certain points or having to navigate the shifting sand wormholes, that would be an issue. But we never had a dungeon that would uniquely make just a few jobs far stronger than they should be except perhaps the few dungeons where a particular immunity (usually Hallowed Ground, unless a boss is incredibly deadly, in which case the other HG) is perfectly timed to the benefits of speedruns.

Designing for multiple difficulties has only two concerns:
  1. Making sure difficulty scales well by not using fixed damage mechanics (e.g. the same %HP regardless of difficulty) or letting issues slide like auto-attacks hitting at the same time as tankbusters (which might just randomly and unavoidably one-shot a tank at higher difficulties) and
  2. Making sure no jobs are obligatory for the dungeon's completion or give a huge lead in speed over other compositions.
Those aren't huge constraints and would make no difference to our current dungeon designs. Our dungeons would have to actually be creative -- immensely so -- before it could have any impact on us.
Comparing the dungeons I run in Stormblood and Shadowbringers to those I ran in Legion, and especially BfA, I would disagree that they're identical. The big difference is that you still cannot avoid enemies and bosses in FFXIV's current dungeons. You have to clear everything (which actually would make Mythic+ more palatable if that were the case, just a bit).