Quote Originally Posted by Inflorescence View Post
I would love to be more interested in the dungeon that I'm running, and would love to see more mechanics in the run. But complicating the mechanics will increase the margin of error, and by extension, will increase the toxicity of the community. How many CT runs have you been on where you wipe on King Behemoth, and then the parade of "WTF HOW DO YOU ALL SUCK SO BAD" messages begins?


And honestly, I'm not even totally convinced that the player base would enjoy these dungeons. These days, most DF parties devolve into brute forcing their way through fights and ignoring the mechanics that are there. (Pyretic on Five-Headed Dragon, for example, but that might still be an issue of ignorance rather than stubbornness)
Very true, but not what i'm asking for at all really.

I'm not asking for more mechanics or more difficulty i'm asking for variety. I'm sure for as big of a company as Square-Enix it cant be difficult to come up with ideas for dungeons with an even slightly different lay out besides:

"kill mobs then a boss."

for literally every single dungeon in the entire game from level 15 till the game falls into the ground.

I mean......

This is Final Fantasy

There are hundreds of mini games, side quests, items and equipment beyond belief in every other iteration including Final Fantasy XI it blows my mind that after over 1 year of this game being on the market we still are running the exact same style dungeons for tomes.

The only thing they added was hunts a few patches back where you could get tomes in mass quantities outside of dungeons and literally everyone was doing them but Square-Enix didnt do anything to balance it. It seriously cant be that difficult to balance something besides a straight forward easy peasy dungeon can it??????!?!?!?!?!?!!?