
Originally Posted by
Kaurhz
Honestly, if you were going to incorporate unreal dungeons, it would probably be better to have the dungeons catered towards the iLv currently seen in Unreal primals, and then have Unreal trials act like that for those with higher iLv, perhaps it could even be implemented later on in the patch cycle and give players gear that is just a cut above the savage gear counterpart on a weekly-lockout, which would then give players a chance to then bridge the gap between 1 tier to the next without needing to go ham on crafted, but instead a cheaper and more viable alternative.
As the post above really, players won't care how interesting a dungeon is, it will fairly quickly turn into something that is a means to an end, so whether it is a 3 month, or 6-month lifespan, the result will be the same fairly quickly. Not caring about how good or interesting the dungeon is, and just instead wanting an in-out reward with very little tedium. I just don't see unreal dungeons attracting the same level of attention as what an unreal trial would.
People do the extreme trials for the challenge, to experience an encounter they otherwise hadn't experienced before, dungeons, on the other hand, is a means to an end for the vast majority of players so the amount of interest you'll actually build for the content itself without it being a monotonous weekly activity is already... Besides, if you're going to not lock it behind a modicum of standards then you will very quickly turn to have issues with it, especially if tanks join and don't use Cooldowns, or if DPS end up doing single-target damage on aoe packs.. That already sticks out like a sore thumb in overgeared dungeons, let alone on a nigh minimum item level dungeon. Lord could only imagine just how much worse people would be with their attitude when people don't play according to other peoples' standards
Hell a lot of people hated Amaurot alone just because it took so long, let alone an Amaurot that would take even longer