Quote Originally Posted by Wevlum View Post
You can't dumb down what's already retarded. How can you claim repeating the same fight 500 times is challenging. I can do Ifrit on god damn autopilot by now. Again, a challenging fight is challenging, the same fight 500 times isn't challenging it's tedious.

As for working for drops sure that's fine but can we have visible progress with each run please, not just hoping pigs suddenly grow wings and fly when we check the chest?
Also all the knowledge in the world of statistics and probability does not change one's reaction to having done something 100+ times and then seeing someone get the drop on their first try. That's not "fun" by any stretch. It's demoralizing.

Besides, we're also talking about things with no inherent difficulty. For Ifrit, you learn his pattern and then it becomes a simple case of go in, nuke him/heal people/tank him, dodge cracks, kill nails, Sentinel/Sanguine, dodge cracks, check chest, repeat ad nauseam. The only inherent difficulty is in memorizing his patterns. All told you're looking at about a ~10-15 minute fight you can do without even paying attention, all for a low chance of getting an item, and the effort:reward ratio is even worse for Moogle, DH, AV, and CC, despite none of those being all that hard (compare the dungeons to FFXI's Dynamis, Limbus, Salvage, etc to see what I mean). SE's just drawing out content pointlessly for the sake of drawing it out rather than making things interesting or challenging.

Honestly, I think Toto-rak is the best thing they've added, from a design perspective. And when your best content is a forgettable level 25 dungeon, you're doing something wrong.