Quote Originally Posted by Rulakir View Post
I don't know that early quitters are due to normal content being too easy. I was ready to tap out multiple times during ARR because the entire experience is boring AF and probably the single worst MMO leveling experience I've ever had as a 16 year MMO veteran, which had nothing to do with the dungeons and everything to do with the MSQ being tedious, jobs being bare bones, and the "gameplay" amounting to teleporting around clicking through endless dialog with hardly any combat between besides the occasional dungeon/trial.
I think it's a combination of dull gameplay and lack of challenge.

Personally, I feel they need to restructure the low level experience so that you unlock a skill at every job quest while also unlocking 1 skill at x3/x8 level intervals so that by the time you hit 50, you'll have 21 skills minimum. Job Gauges should be introduced at level 30 with the corresponding skills associated with those gauges also being included (if applicable).

Just as an example, let's look at MNK.

Level 1, has Bootshine
Level 3, we get True Strike
Level 5, we get Snap Punch
Level 8, we get introduced to Role Actions and are given Second Wind
Level 10, we get Twin Snakes to start learning to maintain our buff
Level 13, we get Fist of Earth as a low level version of Riddle of Earth
Level 15, we get Arm of the Destroyer to start to learn to AoE as soon as our 1st dungeon.

And so on and so forth. This means that every class will have 1 AoE skill by their 1st dungeons while also being given lower level versions of our complete toolkit earlier so that we aren't totally bored during level synch and it gives players a more realistic depiction of how the game plays at a much earlier level and keeps them engaged.