Referring to which aspects, exactly? This otherwise would seem about as conflated as arguing that any and all large, open-zone side-content would be awful because Eureka's element mechanic was a waste and Pyros & Hydratos had item bloat.
Is it, for instance...
- That there are multiple difficulty levels of the same dungeon?
- That it allows for dungeons to be a core and rewarding experience within the game?
- That the difficulties levels were particularly fine/granular?
- That the content tended to make use of all but the most flavor/RP-only parts of players' kits (e.g., all but Far Sight, Eye of the Beast, etc.), by providing opportunities for utility to a degree/frequency not typical to raids?
- That even DPS had to chip in in matters of survival?
- That survival often depended on burst damage and coordinated utility?
- That kiting was sometimes a thing?
- That there was no difficulty cap?
- That there was a reward cap (around where they really start getting tough or nearly to "hardcore" levels), thus no longer rewarding those higher efforts except through (sense of) achievement?
- That there were weekly "best clear" rewards?
- That once per week you could get a higher ilvl drop from your weekly challenges via the Vault than you could get by spamming that difficulty level directly?
- That there was a timer?
- That said timer was pretty lenient?
- That failing the timer only downgraded your gear by one difficulty level, without even reducing the number of drops?
- That failing the timer dropped one's keystone to one level easier instead of throwing you again and again at the challenge you'd just failed?
- That there were affixes?
- That the affixes rotated weekly?
- That there were seasonal affixes?
- That certain affixes were annoying?
- That certain affixes were more annoying in some contexts than in others?
- That Tyrannical and Fortified affixes could sometimes overly swing the needle between either trash or bosses feeling like pushovers?
- That the seasonal affixes provided both challenge and reward/boons?
- That you could only enter the dungeons through keystones, forcing one to play more than just the fastest/easiest/most lucrative dungeons and slowing BiS acquisition?
- That you could skip well ahead, provided a keybearer thought you were worth inviting?
- That addons and later the baseline game itself made it convenient to check people's sum of relevant dungeon achievement points (literally just their average level cleared alongside their highest level cleared for the dungeon they're signing up for), acting as sort of a counterbalance against parties inflating ilvl requirements to ridiculous levels?
- That certain specs were considered less meta and might be held to higher scrutiny in terms of achievement points or item level?
- That the upgrade system would introduce higher-geared and higher-skilled players into the lower difficulty levels as they sought quick currency?
- That, as in XIV, there's a paid clear market, even if they're unable to advertise openly or unsolicited without threat of ban/suspension?
- That there was additional/disporportionate pressure placed upon tanks due to their being the most convenient role to make also the leader in terms of target-marking, CD-tracker, pace-maker, and path-setter?
I'm sure there's more I've left out here, but some specifics would be great, since "M+" is as much a matter of externalities as the actual gameplay involved?



Reply With Quote

