That'd be a better expenditure of resource, imo, than "trash", but that's assuming the "trash" is as braindead as, well, trash.
For my part, I'd actually really like to see a more cohesive raid, as per the alliance ones, so long as the "trash" can be made interesting (and, ideally, CDs are all reset upon entering the boss arena proper). But yes, I'd take some variety in boss arenas over even good "trash" fights any day, despite loving the sense of exploration to a raid.
The part that doesn't quite sit right, in any either-or discussion of the two, though, is how much the two seem connected. True, we lost unique boss arenas (a la T1, T2, and especially the original T5) well before we lost trash, but it seems like there'd be some wasted opportunity or break in cohesion in introducing those boss arenas if not for some efforts meant to situate it prior, even, to the boss fight itself. Idk. It's just a nagging feeling.
I don't think it's the pathing that makes dungeons feel formulaic. If it even has a impact, it's probably notably less than well, almost everything else. While I'd enjoy a dungeon that actually takes advantage of its multiple paths -- such as by having a series of bosses available through multiple routes, each granting some bonus that carries over with designed intent into the fights after it, or even a dungeon in which we attack an Imperial base and it actually feels like an attack (franted, as a fresh PuG nightmare, I would not put that on a roulette) -- Haukke, like Matoya's Reliquery or w/e it's called, only feels worse to me for its backtracking.
See above. I miss that exploration component, too, and the ocassional actually good trash fight, but I wouldn't sacrifice much for it.
Agreed. I'd love some replayability there, especially just to give some sort of content for those who like playing with friends but don't have enough simultaneous logged on to do 8-man content on the regular.
Just keep it within reason, apart from balancing out the secondary stats we have now. FF7R, for instance, seemed to do a decent job with the amount of choices it brought. I certainly wouldn't want gearing to feel convoluted, though I suppose one could already make the case that the illusion of choice in our stats (worse, in some regards, than even in modern WoW), especially for how stale their effects are, is already pretty unintuitive.



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