Quote Originally Posted by Cithaerias_pyropina View Post
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Yeah, a dungeon where there are traps that can instantly KO party members, where there are monsters that patrol and stalk the hallways making you cautious where you step. With interesting boss puzzles that change the way you approach the dungeon and increased anxiety for possibly causing a wipe due to a personal mistake. Yeah, that's exactly like the "can queue up with no job stone, drunk, a hand tied behind back and clear with no problem" alliance raids. Spot on.

But sarcasm aside, I wasn't suggesting the public dungeons be a literal copy of Eureka's. Just take what worked well for that dungeon, and fix/modify what was less successful for future iterations. Like the access and instance hoping. Make it easier for people in the exploratory zone to create spontaneous parties to tackle it without some of those annoying hoops. They can have their own quirks and gimmicks that make them unique.

And it wasn't just the ilvl that made those 8 man dungeons a trivial chore. It was the lack of mechanics that was mainly responsible for that. Literally all of the bosses have maybe 2 mechanics (being generous) that were only moderately (at best) threatening. Though since they were designed for the MSQ and appealed to the entire base, I cut them some slack. So the idea of creating even easier dungeons but with 4 more people and needlessly longer, doesn't sound very interesting to me.