
Originally Posted by
AndySolace
Getting off topic. I'm not talking about the breadth of current content or the rewards even. You post "REAL content like moogle, ifrit etc etc" and i'm left here wondering really, what IS that etc etc? what fills this citation? Either way its not about that. Anyone that says the current 'content' under any definition is difficult is simply having difficulty with finding the opportunities to beat it. NOT beating it. It is my firm belief that if a Primal battle [for example, Moogle] can be released and completed across most servers within 24 hours of the patch, that it is not difficult content. The HARD part is finding a group to do it often enough, and when you do get one life becomes simple. If you fail, you just get up, and try again. And again, and again. Strategies were released within days for Moogle and a couple of weeks later suddenly everyone stops playing again.
Difficult content is engaging, thought-invoking, strategic... It needs to be worthwhile. Whipping up a party for a quick few Primal kills and then going back to crafting or gathering is none of these.
Look back to FFXI - there were whole Linkshells dedicated to different elements of play. Sea LS, Sky LS, HNM LS; while i'm verging on discussing breadth of content here rather then difficulty, each of these examples from the past were event based, they were challenging, they were time sinks, and totally enjoyable. This game is begging for more depth, and more challenging content. What's the point of introducing new NMs [around Turningleaf] and then making it possible for any 4 random people off the street able to defeat them. And then nerfing the stone-aquisition... There is no achievement in owning a Moogle weapon now because opening the chest just means you've farmed a few spriggans and got lucky.