Quote Originally Posted by Elexia View Post
I mean damn. No really, level cap preserves the challenge, period. If you can't mow down the content that's designed for 25-35 at 50...you really think it's a cop-out to cap players at that content? Are you daft? lol.

They were designed to be a challenge at the levels suggested, Mini garuda was even a small challenge at 50, a SMALL challenge, but at level 40? It's a real challenge.

No it doesn't, but then again I doubt you were the type of MMO player that cared for much of anything but getting your loot. Promyvion was an interesting dungeon with unique mobs (I thought it let them off the hook?) Pso`xja was an interesting dungeon with some unique mobs (...hmm) and Al'taieu, while not capped, had an interesting dungeon setup as well. So no, level cap and dungeon design has zero correlation to each other.
Because it makes so much sense to have a level cap. You can get to Lv.50 in about 2-3 days. There is no reason to have a level cap when you easily get to the max level cap. SE thought they were making content for everyone with CoP because it took more time to get to max level.

Anyone who says they did CoP for the storyline is only remembering what they want to remember. If we are going to be truly honest let's just be honest and say people only did CoP for the rings and sea access. Otherwise a lot of people would have rage quited the storyline and never touched it again.

Promyvion was not an interesting dungeon. If it was implemented today, everyone would be raging about how you would spam the Recepticles with RNG and BLM. Honestly what I remember about the dungeons was Sneak+Invisible and pray the Tauri don't turn around when you're climbing up a ladder. It didn't take any extra skill, level caps only increase the time it takes to accomplish something, especially without your Dark Staff. The level cap dungeons would just turn into a run through to where we need to go.