When I asked about "More challenging content" I was NOT speaking of "difficulty". Meaning I was not asking for something "more challenging" than the hardest raid in the game. I personally was 100% fine with the difficulty of The Coils of Bahamut!!. I was not among the group of players that were asking for something more challenging than that.
My biggest gripe (as well as most raiders that I knew) was that there was only "1" endgame level raid event at any given time. High lvl endgame in a MMO should be more than just ONE thing. It is bound to get boring if that is the case.
My FC is called RAGE and we are on Excalibur. Back before heavensward our FC was large. And we had 7 different Raid groups clearing Coil. We also had many many casual players in our FC too. And even would help more casual players set up their own raid groups to help them along if they were interested. (ie: asign 8 compatible casual members into a static and try to guide them from the outside) By the time the 3 Coil came around, many members had begun expressing how the game had become stale. Most were on a day one clear of all turns. So after you went in, spent a few hours doing all 4 turns, you were done for the week. And anyone in the groups that wanted "more" content that was JUST as fun and challenging had nothing to do!!!! Slowly over time, one by one would quit the game, and go play a new MMO. Till eventually our 7 raid groups became 4, then 2, then 1, and then when Heavenwards came out, it was pretty much the same thing, and then our Raid groups completely stopped as many were just gone.
Each time SE added a new event, I would have hopes that there would be a mode in it that produced challenge and fun. Not face roll easy things you can do with no effort. They always add this new fun content for casual but the raiders are kinda left wanting.
I know Yoshi expressed that they would need to DOUBLE the staff to get more raid content out. But I'm not sure that is necessary. Content already exists, where a simple tweak would make it challenging to raiders.
_____________ suggestions on improvements using EXISTING content ____________
1) I think one of FFXIV's greatest problems is that sometimes the devs underestimate the players. For example Pre heavenswards the open world had NO danger what so ever. Yoshi said himself they felt comfortable trying to make Heavensward more openly dangerous. That danger did not last long. As we become overgeared the world has no more danger. So one of the biggest problem is that the Ilvl for content is too often set so low. That when content comes out, so many are already over geared for it. Everything doesn't need extremely low Ilvl. Can't "some" areas in the game have more dangerous enemy in it? Maybe there could be some high end quests that require you to go to this area? Where it's safer to go with a small party?
2) Even Expert Dungeons. All new dungeons don't have half the difficulty Amdapor Keep had when we first gained access to it. I don't think this is due to mob placement, or mechanics, I think it's due to gear. When ARR first came out, things were challenging and fun. We were not over geared and things like Odin, Chimera, Hydra, and even Demon wall were challenging and fun. Mostly due to gear. Most of us simply did not have the gear to faceroll the content. Can't "some" content that is not the top tier raid, be like that again?
3) Hunts - When Hunts were announced I was so excited. I had memories of FFXII and taking on some fun hunts that ranged from easy to very difficult. Between:
Rank 1
Rank 2
Rank B
Rank A
Rank S
I had envisioned something for EVERYONE here. Casual, Mid tier, and Hard tier content for all. But then Hunt came out and it was just a mindless Zerg fest. Even the hardest Monsters did not live long, you didn't have to do menchanics for most of them, and you just all jump on a hate generating job, and go to down, as it's HP melts in seconds.
This did not improve even when Heavensward came out and second set of Hunts were added.
Hunts would have been more enjoyable imo if there was also a tier of them that was simply single party only. Similar to Leve quests. You have a weekly allowance, that, just like Leve, you go get the Hunt request from a NPC. And up to 8 players can go hunt it down. Maybe examine a location while in possession of the quest and the hunt pops. And just like in a Leve, outside people cannot assist you. This could be content that is easily for EVERYONE no matter their style of play.
Casuals - Rank 1, Rank 2, Rank B
Midcore- Rank B, Rank A
Hardcore - Rank A Rank S
There are some really awesome Hunt mob models, and you don't get to ENJOY them. I guess you could go back to irrelevant content "now" that rarely anyone does now, but that was not my point. With a system like the tweak i suggested, it could stay relevant content forever. Just keep the loot pool relevant. Maybe more rare drops come form the higher tier difficulty.
4) Palace of the Dead- Deep Dungeon - I think this was a good start. Floor 1-100 casual friendly. Floors 100-200 Mid tier friendly. But You can still add maybe a "hard" mode. You have content here, that seemingly all you have to do is turn on a mode that had high lvl monsters. (Just require jobs roles for solo que.) This could be more endgame content. Even if everything was identical and only the monsters were set to have higher lvl, more def, more attack. The content is there. Just change some options require a higher i lvl to win, increase the ilvl of the rewards, and bam, hardcore content. Once again, everyone is happy.
5) Treasure Maps - Again.... there could be "some" map tiers that have extremely hard monsters. There are so many map tiers 1-8. Why can't there be content here for casual, midcore, and hardcore? Again, all you have to do is have a higher tier map that has a higher leveled monsters that require higher Ilvl to take on. Drops can be rare mats, or appropriate Ilvl gear.
6) Aquapolis - Again (you see the pattern here), The highest tier most difficult treasure map could open the path to "Aquapolis Extreme". Literally nothing in the mobs here has to change. You don't have to redesign the level layout. You don't have to spend a lot of time on extra development here. Release the same as normal Aquapolis, but set the monsters to be stronger. You don't have to tweak their attack patterns or moves. Same exact monster that is lvl 55 could be lvl 65 or 70 in Extreme mode. Needs 8 party members to take on. Whatever additions you add to regular Aquapolis would carry over to Extreme Aquapolis. Just harder enemies.
7)Extreme Dungeons - I know you spend a lot of time taking a normal dungeon, and changing the graphics, the layout, the monsters and such when you create the Hard mode. But you could ad an Extreme mode at the same time, and change "nothing" but the strength of the monsters and the DPS checks. Same layout, same graphics, same enemies, same patterns Just maybe increase the amount of Tomes you get. Hardcore players could cap their tomes a bit faster in the week. While getting a fun challenge. People could aim for this mode if they want to farm a relic faster or something. You could add rare mats to the chests for crafting endgame gear. So many possibilities. And once again, you have catered to more people at once.
8) Diadem Extreme - In the original Diadem. You had Normal mode, and Hard mode. Literally nothing was different between the two except the enemies were set to a higher rank in Hard mode. Same map. Same monsters. Just different rank. And hard mode has an increased drop rate for higher tier chest for the higher Ilvl gear. You could do the same exact thing again. Make Extreme mode "single party" battles. (Except for the Emergency mission where you team up)
Diadem Fury Normal
Diadem Fury Hard
Diadem Fury Extreme
The biggest difference being the Rank of the monsters within.
Casual players still get to have fun. Casual players still get a shot at the highest possible i lvl items at a lower drop rate. At the top at Extreme, you could have a much higher chance of getting the more powerful high Ilvl gear with the best stats. Make Emergency Missions pop more often.
Look at the new Diadem. You have 2 different modes available you. Fury and Matron. Everything in the both modes is the same!!! Surely this difference did not require you to double the staff? Fury is simply set to clear fates to increase progress. Matron is gather items to increase progress. So here you have the same content used for different things. Normal, Hard and Extreme could be the same.
I had a recent fun experience in Diadem Fury. We were the only party who cleared the zone, 3 members left after we were done. And the rest of us tried taking on the boss fate with the giant Mastodon with the AoE paralyze, and extreme knock back. It was a FUN fight. And was challenging for a lower man group who were unprepared for the monster. I thought to myself, WHAT IF, there was an extreme mode, and the objectives popped Boss monsters that were tough like that Matsadon we tried to low man? What if in this mode you could not have outside assistance for the battles? Another objective popped 3 Westeryly Sanwe on us. Who all 3 spammed a hard hitting AoE and then hit each party member with an individual water ball. That was a tough fun fight. More of that please.
9) All the Extreme mode I mentioned do not have to be more difficulty to End game raid. They could all be similar in difficulty. This would keep raiders busy for the week if they wanted. Take the extreme versions out of Duty Finder if you have to. Put them in Raid Finder.
10) All endgame gear doesn't have to come from a single content. You currently have:
All Weapons
All Equipment
All Accessories
All Tome Gear Upgrade items
all coming from the SAME content. It doesn't have to be this way! Equipment could come from one content like Omega. Weapons could come from something like Aquapolis Extreme. Accessories could come from Palace of the Dead Extreme. Time gear upgrades could come from Extreme Dungeon currency or something. I don't know... just throwing ideas out there. Endgame should not be a single event.
But my suggestion takes nothing away from casuals, nothing away from midcores, and adds to hardcore. And I currently don't see a logical objections to using existing content and adding Hard and extreme modes TO that same content that way All players are catered to.