That is really stupid considering how we can do Extremes unsynced
I believe the intention was always for Criterion (normal and savage) to be challenging evergreen content more comparable to ultimate raids not necessarily purely from the perspective of difficulty but in how the content is meant to be tackled. The design philosophy is different from extremes and regular savage raids which are never ilevel synced at all. They have always been that way. If you hop into P4S with a premade right now with no additional settings it will load you in at your current maximum ilevel as the default option. Load into Another Sil'dihn Subteranne, however, and you'll notice you are item level synced to 605. All the criterions are already ilevel synced just like ultimate raids so it's obvious what their plan with them is. It is fine to disagree with that design philosophy but there is plenty of logic behind it in my opinion. This is not even mid-level difficulty content, it's basically a middle ground between savage and ultimate that the devs intend to treat like evergreen challenge mode content going forward.
i just find it weird how they made them item synced but then pretty much give you no reason to return and keep doing Criterion Dungeons after you've gotten your items, they could add an Criterion Dungeon Daily Roulette to keep it alive then at the very leastI believe the intention was always for Criterion (normal and savage) to be challenging evergreen content more comparable to ultimate raids not necessarily purely from the perspective of difficulty but in how the content is meant to be tackled. The design philosophy is different from extremes and regular savage raids which are never ilevel synced at all. They have always been that way. If you hop into P4S with a premade right now with no additional settings it will load you in at your current maximum ilevel as the default option. Load into Another Sil'dihn Subteranne, however, and you'll notice you are item level synced to 605. All the criterions are already ilevel synced just like ultimate raids so it's obvious what their plan with them is. It is fine to disagree with that design philosophy but there is plenty of logic behind it in my opinion. This is not even mid-level difficulty content, it's basically a middle ground between savage and ultimate that the devs intend to treat like evergreen challenge mode content going forward.
Tbh you could say the same of ultimate raids. There's no reason to go back in once you've acquired all the weapons from a given raid. I don't think they always go into everything with the intention of making it last forever. No matter how much of a grind they make content eventually players will be done and have no reason to return.
The dungeons are genuinely too difficult to ever be made into a roulette. I say that with the utmost sincerity. Mechanically they range from low end savage in their easiest moments to ultimate difficulty in their hardest moments, specifically the downtime chain mechanic toward the end of the Statice which requires precise timing and positioning that you don't even see in Omega Protocol.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.