Quote Originally Posted by R041 View Post
every minute we'll ever have in this game has now been pre-determined and orderly with little to no open world content. We know the formula now, and it's been gutted, and every reward we receive has been pre-calculated perfectly for our time spent.
Guess I just don't have a problem with this. I see it as they have sanded it down to the stuff people care about or actually use and removed useless stuff like clunky abilities that waste hotbar space, waste development time when nobody uses them or waste people's time such as waiting for cooldowns to reset between pulls.

1. The community will build a "best" rotation anyway. But the blue mage model sort of works so maybe it could be based on that.
2. I think raids and dungeons are a bigger priority than messing with chocobos. They don't seem interested in open world beyond hunts/fates/maps/sightseeing/gathering/beast tribes and this seems a development choice since release. It would require a complete change of direction from always instancing content and maybe you have seen how bad hunts get with congestion.
4. PvP is competitive and the sort of chat that could go with that would most likely be reportable.
5. The PvP combo system in PvE would probably not be received well judging by what people say about healers.
6. I don't really understand why housing is so much harder for them than other MMO games, but SE decided to use the speedier option of dedicated servers instead of cloud servers so they have to physically add more hardware to the machines to scale them.
9. Old content isn't designed for the abilities you have later and would ironically make sync issues worse.
10. The tick rate for h/dots? I don't experience this "tick rate" anywhere else, personally.
11. Market boards and retainer bells seem like a design decision to make people hang out at city states. And judging by Limsa Lominsa, it works.
12. Branched paths were tried in ARR dungeons. Did you know there are branched paths in Sastasha? Most people probably don't, because everyone skips them.
14. Trash mechanics were added in Shadowbringers with interrupts that significantly reduce the incoming damage and help prevent wipes and transformed the ease of a big pull, if you could identify the enemy to interrupt out of all the ones you pulled. So far I haven't seen this in EW unless I missed them, but there is still more of EW to go.
17. I think we get little gil from quests to make RMT difficult.
20. My guess is they didn't feel that Battlecraft Leves were popular. Why make something if nobody uses it?
21. Puzzles like what though? We have the sightseeing log. The version in ARR is very difficult to do, even though we can get them easier with flying now, we still have to figure out and watch the weather. The only other sort of puzzle I can think of here is something in the Ronkan ruins.
23. Harder than which FATEs? Harder than achievement fates? Harder than Chi? Harder than Archaeotania or Odin?

I don't want to repeat dungeons when there's no difficulty variable to them and I can't even use my full kit. It feels bad to play Lv15-79 dungeons, they're just set pieces with the same hallway now with almost no reward.
I too wish there was a hard mode version of them that just made simple changes like removing telegraphs or increasing the damage of the mechanics. Not actually adding more mechanics or making it a savage criterion version. Coincounter was a good example of how it could be and if its damage had been increased, getting a single thing wrong would have been deadly. As a plus, you could stun the swing to save people and that was fun.