
Originally Posted by
KisaiTenshi
Exaggeration seems to get the point across, but some of you are still nitpicking the point not being made. Any "retooling" of old content, means everything that goes into it gets rebalanced. There's no point making a "challenge" mode that is just 10x the HP, and utterly devoid of anything new.
It may surprise you to know that I would rather have an entirely different kind of combat content designed, rather than, as you put "reskin stormblood". Because the storyline is fine as it is, what is a problem is that the content is not engaging once it's been cleared. The MSQ content should offer a reasonable challenge, not just a low bar to jump and then oops, a boss with 1000x the hp.
The game already contains mechanics that we've seen in PotD/HoH, that suggests they can do things to the content already (eg the miasma on some floors, no auto-healing, ambush spawns traps, etc), but I'd suggest that applying PotD mechanics to the other game content is probably the opposite of what should be happening.
Let's say, for example, each ARR dungeon gets two challenges, a level 60 and a level 70 mode. Both modes level and ilevel sync you to minimum ilevel for the content as the basis for the challenge, and the existing monsters are levelsynced to 60 or 70 as well. This means that you get to use your level 60 or 70 skills, but the monsters also get to use theirs. So that means that all the ARR monsters will suddenly have mechanics that were only see in "reskins" of their monster type. From that, each dungeon contains extra chests that contain one-time use pomanders to buff the party. So you only get a reward for NOT using the pomanders. If you only want the clear, grab the pomanders and reduce the difficulty, but if you wipe you have to start over.