Quote Originally Posted by ItMe View Post
But a curve would stop some from seeing through FF14's highly regarded story, and that is something they've shown to prioritize over making each of its many steps challenging.

Are dungeons too easy?
Maybe. That's why we're in this thread after all lol.

Will we ever get a "proper" difficulty curve?
I don't think so. Especially not with the ever ballooning amount of story people need to play through before they're caught up.
It might be more reasonable to begin asking for more challenge in content outside the MSQ, because the more I think about it the more it seems that's the last place they'll raise the bar.
SE should copy&paste some systems from other games and the issues are solved.

- Get ride of dungeons in the MSQ.
- Make them alternate content with a little sidestory and if you´re able to finish them, you´ll get rare gear.
- Use the rare gear to have an easier life in your MSQ.

And for the endgame:

- Create hardcore dungeons
- The loot should be the first gear - step to enter savage raids, not the normal raid coin bs.

It would solve many issues. We would´ve a MSQ with a littlelearning curve. This curve increases with the normal dungeons and you´ll get rewarded. In the endgame you get prepared for savage content with the next step of the learning curve and gear.

And making every expansion harder wouldn´t be a case. Mechanics should be slightly different and you need better gear. The difficulty is to get used to new things and to grind new gear, MSQ would stay as it is. The current geargrind is just way too simple and all fights follow strict patterns. The loot in dungeons is not relevant and any tank / healer can solo clear everything. This is just dumb.