It's a well-known fact that the #1 complaint people have about Criterion is the lackluster reward structure. And I did mention it.
Criterion got abandoned because the rewards from it were terrible. People got their first clear (if even) and moved on to other things.
Sounds like people didn't want difficulty then, they just wanted the rewards. Which is pretty typical I've found. People want to brag about doing stuff. They don't care about the actual stuff. Just look at the recent issues about the new ultimate raid.
Not quite right. People don't want difficulty for nothing. People find fun in difficulty because of the achievement of topping the content. If there aren't any rewards for someone to come back, however, it will more than likely be a one and done or a very rare occurrence of a re-clear. The lack of rewards are an issue of replayability. If you actually did hard content in this game, you would know that after your first clear the content becomes much easier to tackle on re-clears (which removes difficulty)![]()
Please, not this garbage take again.
People want a mix of both. If the rewards are terrible there is no incentive to do it more than once. Fights in this game are very static, so once you've done it once you've experienced everything there is to experience from that fight. If there's no reward incentive, there's no reason to do it a hundred more times as it's just the same content you already did. Why would someone do the same exact criterion dungeon more than a single time for the same exact experience? Even roulette dungeons have incentives in their tome rewards. If there wasn't a tomestone reward, no one would do daily duty roulettes either as they've already done those a hundred thousand times. People did the content, and it died once its main audience cleared it for the first time.
This exactly. There's a reason why Criterion died in a week while Savage is still being cleared in PF. (Whether it should take as long as it does to get things from Savage is a different argument but the point stands regardless)
Honestly, I'd have to agree with the OP. The difficulty on general content in the game is too easy. Half way to the of an Ex trail would be a good spot of difficulty.
The meta of running a dungeon pulling all available mobs and easily AoEing them down is rather boring. Having to CC mobs and actually use damage mitigation and support skills should be baseline gameplay requirements.
This is such a lazy argument. Difficulty alone can only carry content for so long. Once those players have cleared. What incentive to they have to go back? There's literally nothing for them because they've already overcome the challenge.
If we applied this same logic to casual content, you'd see the exact same result. In fact, let's like Euphrosyne. Except instead of glamour and weekly upgrades it rewarded nothing but materia. How long is that raid alive for? I can all but guarantee it'd be dead content within the first month. How do we know? Look at all the older 24 mans that aren't Crystal Tower. You hardly see them despite the glamour, minions and etc. If it weren't for Alliance Roulette, they'd be completely dead. Once upon a time, ARR raids were dead. As in it took hours to get LotA or WoD to pop. That's why it became apart of the Heavensward relic step and the introduced the Alliance Roulette. It's almost like nobody does content regularly without some sort of incentive.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Or just take a look at Criterion/Criterion Savage. That content died almost the day it came out because of the lack of rewards.This is such a lazy argument. Difficulty alone can only carry content for so long. Once those players have cleared. What incentive to they have to go back? There's literally nothing for them because they've already overcome the challenge.
If we applied this same logic to casual content, you'd see the exact same result. In fact, let's like Euphrosyne. Except instead of glamour and weekly upgrades it rewarded nothing but materia. How long is that raid alive for? I can all but guarantee it'd be dead content within the first month. How do we know? Look at all the older 24 mans that aren't Crystal Tower. You hardly see them despite the glamour, minions and etc. If it weren't for Alliance Roulette, they'd be completely dead. Once upon a time, ARR raids were dead. As in it took hours to get LotA or WoD to pop. That's why it became apart of the Heavensward relic step and the introduced the Alliance Roulette. It's almost like nobody does content regularly without some sort of incentive.
You're such a lier, are you telling me you DONT use your damage mitigations for mobs? Wow, looks like we found the terrible tank here guys.Honestly, I'd have to agree with the OP. The difficulty on general content in the game is too easy. Half way to the of an Ex trail would be a good spot of difficulty.
The meta of running a dungeon pulling all available mobs and easily AoEing them down is rather boring. Having to CC mobs and actually use damage mitigation and support skills should be baseline gameplay requirements.
CC I can agree, we only really have Holy for White Mage and even then its not that interesting. But I also dont know how you can do crowd control interesting in a game like this anyway so whatever.
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