Quote Originally Posted by Banggugyangu View Post
I'm fine with dungeons being copy/paste, so long as raids have variation, and they do.
I'm glad your happy with the same old thing on repeat but it's been ten years and some variety would be welcome. Not just another obscure game mode with terrible reward structures and accessibility issues.
Quote Originally Posted by Banggugyangu View Post
I'd rather the devs spend that quality manpower on the raids than dungeons any day.
This is a strange point of view to me as the dungeons are the literal bread and butter of the game. You spend the most time inside them and the most progress is made inside of them. You do them far more often then raids and you seek out far more rewards from them then their higher tier counter parts.
Quote Originally Posted by Banggugyangu View Post
Furthermore, the speed of production isn't the only reason why Yoshi-P has stated they're not changing up that formula on dungeons. It also allows for a fairly predictable experience for the players. You can queue up for a leveling roulette and expect a fairly regular time investment, which can't be said for the higher end raids or criterion.
I'm sorry what? Are you comparing high end content to dungeons as a point of contention as to why variation is bad? Instead let's compare Variant to regular dungeons. They are very much similar in terms of investment. The proof of concept that more interesting dungeons are feasible is there. Why is time investment such a metric anyway? Eighty percent or better of the player base spend the majority of their time standing in town making sure the pavement doesn't escape. Time investment indeed.

Dipping into the raid commentary let me ask you how does a room with a boss and just a string of mechs you need to memorize in any way interesting or innovative? Most of those are just repeat and reuse as well. Using the term raid to describe those fights has been kind of meme like since they changed them into a dude in a big square or circle back in Stormblood.