It's pretty common to hear players wanting 4-man dungeons that are a little more challenging. Maybe not savage-grade, but there's a lot of nostalgia for the 2.0-2.1 level of difficulty.

SE can't / won't do that, seeming mostly because they want to make sure all players (regardless of skill) can cap tomes on limited time via daily EX roulettes.

So what if we didn't have EX roulette? What if dungeon farming wasn't the only good option for capping tomes?

------

What I'm thinking is, there's already a concept of a weekly challenge log - one that currently grants most every non-tome currency in the game. Why not have a category for tomes?

Then you could start with, say, 50 tomes for downing the two current dungeons once during a week. But maybe also give a good chunk of tomes for doing 10 HW FATEs. A bonus for killing some count of A ranks. Maps rewards, other dungeon things, all the usual stuff. Make it so that you can cap by focusing on different sets of things from week to week.

And as a level 60 thing, SE could add in story raids, 24-mans, Diadem... they could even get spicy and offer rewards for going back to prior Savage tiers, min sync stuff, level 50 things, combinations of those, even rotate them. It could effectively replace the need to shoehorn things into the relic quest.

And they'd be freed from needing to force dungeons to be joke-easy.

There are already plenty of things like hunts and FATEs in the game that will always be content that anyone can do. So why not leverage those as the path for unskilled players to cap tomes, and make dungeons interesting again?