Quote Originally Posted by Moonsprite View Post
6.2 is supposed to bring Criterion dungeons. I’ll be interested to see how these challenge dungeons work. It’s supposed to scale 1-4 players. They didn’t give any details in the live letter, but maybe this will be a fun challenge for people.
Problem is sadly in the jobs themselves too, there's a problem when you can place most skills the same way for all your hotbars and play mostly ok because the jobs are so unified.

Quote Originally Posted by Ath192 View Post
Easy. It’s not binary. This is not ultimate or Dora the explorer levels. People need to stop thinking black and white and admit difficulty is a gradient. That gradient right now is skewed pretty far to the Dora levels. We need it to skew back to somewhere in the lower middle to full on middle, and leave extreme, savage and ultimate for the high end.

If some mechanics are untelegraphed and some bosses are more unpredictable that doesn’t mean they won’t have other visual cues or that you will have milliseconds to respond before being one shot. It just means that you won’t have 30 seconds to walk out of a radioactive orange warning sign that will do a whopping 10% damage to your health if that.
I mean, yoship literally said "if you want more engaging content, just do ultimate" which just means the rest is not made to be engaging. Even savage, outside of the 4th floor, during week 1 with an okayish static geared with 580crafted, we could kill the first 2 fights with 8 deaths and the third fight with 5 (including lb heal and summoner rezzes), even during eden it was around 3 for the first 2 floors. The game bring so many people just for the story and they just dont want to learn the game so everything is made for them to be able to do it.