
Originally Posted by
juicybug
13 was boring and linear for sure, with too many plots going on- and too many terms to remember that eventually faded in relevance due to the lack of information given in the first place- we were supposed to just nod and agree to the cluster that was ff13's story and lore. the gameplay/combat was fun at times? I guess, x-2 as meaningless as the entire game was- the combat was super fun. BUT back on topic, I hate Matoya's dungeon, it's 1 continuous path, of nothing but an ugly hallway. The others, are just mobs > pull >fight >boss> repeat. I agree, the ARR ones are always annoying to get, however they had a bit more depth to them. I do support the idea of bringing back the originality/complexity - with more complexity this time around, of the former dungeons.
A bit off track, I came from gw2- because it just abandoned lore driven dungeon content and refuses to fix long standing issues, and pretends it never existed. Yet, loyal players defend these choices. There was actually an entire path removed from the game out of a dungeon due to its "difficulty" although it was the best out of the paths, but some players who didn't like mechanics or dungeon complexities got their way- and again, and again. A little context (all dungeons had different paths one would need to clear to get a title) Things that keep MMOs going, like tiered content (for example) with increasing uniqueness just never happened due to mismanagement of the game and the disaster that was gw2 esports. (which led to a massive class wide nerfs, and dumbed down gameplay and loss of financial resources.)