Quote Originally Posted by Felis View Post
lower ilevel -> less def -> enemies hit harder
also: longer time to kill enemies -> enemies have the chance to do their mechanics before they die
Factually incorrect. The enemies still put out the same damage. And if enemies live longer, it only makes it take longer (good players don't get hit by avoidable mechanics).

Quote Originally Posted by JunseiKei View Post
They aren't completely wrong. The Second Coil of Bahamut (Savage) that they referred to went largely ignored because it offered absolutely nothing unique. All you gained for completing it was titles tied to each floor- all the drops were the same as those in Second Coil "normal." Only a handful of players did that raid when it was released. Most waited until higher ilevels, if they did it at all. If it was truly about the challenge, more than 5-ish groups would have completed it when it was an actual challenge.

That's probably why they added a weapon with an additional materia slot and a shiny glow for the Unending Coil of Bahamut. It's not about just the challenge.
Do you have proof that it went "ignored"? Or just hearsay speculation? I'll trust more to completion rates by census'.

The "material reward" is +40 to one stat. If you honestly think that raiders are putting themselves through weeks, if not months of wiping for +40 to a stat, I don't know what to tell you. OTOH, they will do it for the challenge.

Quote Originally Posted by Remedi View Post
The system of an exponentionally increasing difficulty doesn't mix well with a system where your power gain is capped.
It simply means that you'll reach a hardcap on what you can manage which is not really that enticing.
It somewhat works on D3 (graeter rifts are the blueprint of mythic+) but even there there's an hardcap on what you can do and they constantly have to power creep the game to allow ppl to go further.
I really don't agree with the bold. Yes, player power is capped, but it is also substantively higher than what is needed for dungeons right now, and over the course of an expansion it does go up. This kind of system does not need an endless expotential increase; simply something that is not faceroll. It's a way to push challenge to at our power cap, and in the case of the best players, above what they should be capable of doing.

You don't need uncapped player power to make it work.