
Originally Posted by
Shurrikhan
I feel we're actually in a very similar boat on this. 5.0 NIN (apart from some tuning issues, and wanting the later TCJ change and ONLY that change) and 4.3 Monk (and 3.x high-SkS Monk just behind that) were some of the best combat experiences I've had in a tab-target MMORPG, and I loved that even if not everyone felt up to optimizing them, that depth was there and available to all. Content, unfortunately, cannot be quite so accommodating, as by the time it allows for those who are only looking for minimal engagement their clears, it makes higher ends of engagement seem far less pertinent (not that a speedrun can't be fun in and of itself, as wonderfully useless as it is for anything but saving time).
And I completely understand that preference towards a single, higher difficulty. While I have to very much appreciate the sheer development time granular difficulty settings save for hours of fun at one's preferred levels of challenge (as happens to be seen, despite some less than ideal trappings, in WoW's M+), I'd be okay with just having some real stand-out, optional dungeons at one, higher difficulty level each. Heck, there are some challenge concepts you can only work with basically from scratch, or with them being intended from the start. Imagine, for instance, the old "Hmm, is that a boulder coming down this way?" concept. Apart from some very handy coincidences in design, environmental mechanics like that aren't something you can just add in later, and it'd often be hard to quite fit them along cohesively along other scalars.
My point was merely that it's really bad practice to talk through concepts only by association with some past trappings they may have carried. It reduces our criteria, priorities, value sets, etc., down to something only seen by reflection from something else -- "Not WoW" or "Not XI".
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