Quote Originally Posted by shiftweave View Post
I think you're underestimating how hard a good player team outperforms current dungeon design. Our characters are tuned to be able to take on and complete Ultimates, which require you to bring your classes to the edge of their capabilities. If you bring those same capabilities to bear against a dungeon, you are never under any point in danger.

A harder dungeon will never be interesting enough to queue for its own sake until it reaches Criterion level, and those take significantly more resources - they won't make Crit versions of all the MSQ dungeons. If they did I would certainly give them a shot. Those wouldn't solve the tomestone issue though, since I wouldn't want to do them 5 times a week like Expert roulette asks.

Even if they did that, though, I would do the easy version to progress story. There's competing motivations here. I want the story done because it's generally required to continue moving onwards with the game. I've lost interest with the visual novel contained with FFXIV and I just want to continue down the excellent raiding track. At least personally, content loses a lot of points when it's required for me to do it. A brutal recent example is that they released an excellent new content type - CAR - which I should have loved, but then they released it on Christmas eve for god knows what reason and also gave it pieces that significantly outperformed the healer 730 which had mandatory piety beforehand.
There certainly seems to be a fundamental problem when the top 5% (?) of the player base (ultimate raiders) has to run the same required content as players who have no interest in even attempting extremes.

Maybe the issue is the way this is all wrapped with the gearing system.