

Yeah, this was our fault, as SE saw us sac-pulling an entire Dungeon (remember in AK when the tank could run ALL the way to the Demon Wall entrance?).Eh, I'm more a fan of some of the things XI did with its maps, rather than the maps themselves (which all too often were just large sections of empty space that nobody ever visited). Stuff like the maze in one of them, which changed layout on an hourly basis. I'd find something like that much more enjoyable than the current "Stop pulling here, the path is blocked until you kill stuff" thing XIV does. You'd have to go through a maze, it would have dead ends, and extra monsters you'd want to avoid pulling. Rather than having to stop, because the map tells you to, you'd want to stop, because you don't want to get lost in a maze mid-pull and pull a whole bunch of extra enemies. I mean, arguably you'd still have to stop, but you'd have to stop and think, rather than stop and derp.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}

They need to add some solo dungeons with puzzles
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