Quote Originally Posted by Merrigan View Post
Hm. Won't change a lot, actually. Those are really minor changes, and most of them concern job's design - not the actual difficulty and interest of dungeons. But agree, self-healing on tanks should be banned or reworked.

Will this be enough to make the dungeons interesting? No. Tank stance is a great culprit of the current monotomy imo, as well as the lack of interesting mecs for the trash's pulls.
"Difficulty" and "challenge" comes from the combination of encounter design and job design. For example, as the healer, I shouldn't be able to mentally check out of a wall-to-wall pull, startle myself awake, and find the tank chugging along at 75% health. Whether you want to make the trash hit harder, or instead dial back tanks' self-healing, or some combination both, I say whatever. But something there needs to change.

That said, dungeons themselves have lost a certain sense of variety. Picking up keys in Haukke Manor. Getting chased by the tonberry in Wanderer's Palace while de-rusting the safety mechanisms. The tornados in Neverreap. Being able to choose to pull everything from the 1st boss to 2nd boss in Shisui. Interrupting the frogs in Dohn Mheg. The mini-bosses at the start of Qitana Ravel. Etc. Etc.

None of those are "challenging" or "difficult" when being done for the 100th time. But, they are the sorts of things that making running a dungeon for the first time interesting while injecting some variety into roulettes.