My 2 cents:
Tanking roulettes is an exercise in frustration, you have arguably the most responsibility but you get the least reward for playing above par. An incredible tank will enable a good group to do great things in dungeons, but if the group is awful, there's not a huge amount you can do about it beyond adjusting the pace accordingly.
Healing can also be rather frustrating, but IMHO the gameplay is far more rewarding across a much broader range of groups. You can carry a bad run or you can shave an extra couple of minutes off that top notch quick clear.
SE have to shoulder a good portion of the blame though IMHO. Frankly I think the model they design their dungeons around is fundamentally flawed and has been since since they backed down over Pharos Sirius.
The term 'expert' is massively misleading when you consider the difficulty of the dungeons it involves. Thus it's all too easy for casual Joe to do their dailies thinking they are performing just fine because hey, they cleared the 'expert' content right? Rabanastre is a fantastic demonstration of what happens when average casual players let their standard of play rot away due to the daily content simply not requiring anything more. And then of course, once they hit content that actually punishes them for all those mistakes they've previously been getting away with, the results are pretty much akin to a train wreck.
Hashmal isn't difficult or complex, it just kills you when you mess up enough. Amdapor Keep in 2.0 demonstrates that SE could get dungeon bosses right and I'd argue that Pharos Sirius was a few telegraphs away from being perfection as well. I really don't understand why Expert is consistently so far removed from anything else resembling challenging content.


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