So throughout the community there's been a lot of discussion about the current state of the game, and raiding in particular. Extending from that, a lot of different ideas have been thrown around as things we'd like to see in the next set of Alexander floors, both from the standpoint of encounter design and from the standpoint of how it fits into the game as a whole. I'll be getting to both in this wishlist, but I'll start off within the instance and discussing how I'd like to see things work from the inside.
More Varied Environments
I get it, we're in this giant robot which was built by people who had a specific culture and aesthetic. But that's no excuse for every boss room being nearly indistinguishable. These boring rectangular/circular rooms with the same patterns on the floor and backgrounds with not much of interest going on could be improved so much. It's sad that the most interesting things about the rooms in Gordias are a static pool of electricity and the fact that in A4 you're on a platform that you can place AoEs outside of even though you can't fall off. Even Binding Coil was more interesting, with each area looking different and boss rooms that weren't just a basic circle or rectangle. Give us more varied environments, at least to the point where I can't look at the floor and ask "Is this A1 or A4?"
Environmental Mechanics
Building off the previous point, I'd like to see more interaction with the environments of the raids. Back in Coil we had rooms effectively shrinking throughout fights, rooms where you needed to go to certain areas to activate certain mechanics, rooms drastically changing visually depending on how far into the fight you were, rooms where the safe place to stand constantly changed, just... rooms that had more interesting environments than "these things that slows your movement down will drop occasionally, just don't stand in them." Please SE, bring this back. Show us you haven't forgotten how to make environments that we have to interact with in some meaningful way.
More New Mechanics in Savage
Put simply, moving from normal Alex to savage only one fight saw a really significant number of new mechanics. A1 was pretty much the same to where the only things people may not have expected were Resin Bombs staying on the ground and the tank buster. A2 was basically "these couple things hit harder now, and we've rearranged a couple waves." Even A4 didn't change all that much. A couple extra legs, a group stack mechanic to follow Discoid, some other interaction with Nisi (which people cheese past anyway) and these Dolls behave a bit weird. Sure they made it harder, but they didn't really make it any more interesting. I'm not saying every fight has to be completely redesigned to be indistinguishable from it's normal mode, but at least give them something to feel more interesting.
More Types of Encounters
Thus far, there really hasn't been much variety in encounter design. We have seen a couple gauntlets, with waves of moderately tough enemies needing to be dealt with before a time limit, but besides that most encounters are a single boss (or two bosses which are functionally identical) with phases based on time or HP and a set rotation of skills which typically change very little between phases. There are plenty of other things they could do. Council fights, where it's 3-5 bosses and perhaps they rotate, and each boss functions differently from the others. Heck, that could even be done with 2 bosses. Gauntlets that actually feel like they have a boss of sorts, or gauntlets with some RNG where you don't know exactly what mobs are going to spawn every pull. Fights with non-static phases, like Shiva EX except implemented in a less faceroll way. There's just so much unexplored territory here, and it's baffling that SE seems to just want to leave it there.
Better Job Viability
The second you read that, you pretty much knew where this would be going. I know SE has in the past tried to make content that could be completed with any composition, but look at Savage Gordias. What are the big things we see when we look at this raid? High DPS checks and lots of magical tank damage. The big issue I have here is not that there was a preferred tank between DRK and PLD for each fight, but that the ratio wasn't even between the two. The scariest hits in A1, A3 and A4 are all magical, as is most of the damage in those fights, which gave DRK a shining place in the sun. Meanwhile PLD has a larger benefit in a total of one fight, and even there it has some drawbacks compared to its competition (since its AoE threat move does no damage). PLD was of course not the only job to suffer. Monks saw less usage among top-tier groups because their primary utility was no longer needed with a DRK in the group. Rumors of a bug with Hypercharge in A2 made groups very hesitant to take a Machinist, and with healer dps being boosted by Foe's and healer dps being such a big thing most groups would prefer Bards anyway. How do you fix these things? There are a few ways to do this. First off, shake up the current tanking meta by giving tanks and healers more damage to deal with outside of predictable burst damage. If healers had less time to dps, the gap between Foe's and Hypercharge would shrink and more groups would look at Machinists, as well as looking at Paladins who are the rightful kings of mitigation. Also, a monk could easily be made viable alongside a PLD if there's still raidwide magical damage going out. These are just a few examples, but you can see how it wouldn't be terribly hard for SE to give other jobs a chance to shine like they did with DRK in Gordias (though obviously to a lesser degree).
More Encounters
At this point, I think most people can agree on a few things. One, Savage Gordias had a difficulty curve that was more like a difficulty wall. While I personally don't think A3S is quite as hard as people make it out to be, I can't deny that it's a huge leap up from A2S. The thing is, with only 4 encounters it's not easy to create a proper difficulty curve. On top of that, 4 bosses feels a bit small anyway, so I'd like to see at least one more boss added in. Of course there's the issue that with the small size of the team they may not have the resources to add in an extra boss without making us wait even longer between patches, but keep in mind they did cut out an entire dungeon from each patch to expand development in other areas. Perhaps an extra boss or two could be one of those areas.
Harder Normal Mode
Raise your hand if you felt challenged by Normal mode Gordias! ...Wait, no one? W-What about that guy who DFed A4... His third pull? Well then...
Yeah, there's a lot of talk about how this game has no mid-core content, as well as a lot of complaining about how Alexander just doesn't feel epic like Coil did. There are two parts to solving the latter issue, and the first part is actually making Normal mode feel engaging. Obviously I don't think it should be as difficult as Coil was or anything, but at least give us something along the lines of what we were promised: Coil with Echo. Specifically something like T8 with Echo, where you wouldn't normally go in expecting a DF group to clear it, but it wasn't so hard that a moderately organized group would go in and have much trouble with it. Give players something that feels more engaging, and they will be happier. And while we're fixing the epicness issue...
More Urgency in the Story
Here's where the other half of the epicness problem can be fixed. Basically, Alexander doesn't feel threatening. The goblins want to fully awaken him, sure, but they're so goofy that no one thinks they'll pull it off. This storyline is so far one of the weaker ones in the entire game, despite being about this massive entity that could completely drain the Hinterlands of aether. While I'm not sure how to fix this, it definitely needs to be addressed, because Alexander deserves a more epic treatment than he's currently getting.
That's everything I can think of right now. I'm sure there's more I could ask for or talk about, but I'd rather hear what everyone else thinks. Am I asking for too much? Is there anything I'm missing that you'd like to see?
tl;dr: There are a lot of ways I'd like to see the next Alexander raid improve over Gordias. What do you think of my suggestions?