Greetings, I cleared the Another Sil'dihn Subterrane (Savage) and Another Mount Rokkon (Savage) in patch 6.28 and 6.48 respectively, taking 11 and 13 hours to progress.
To get straight to the point, I believe the Savage tire difficulty in Criterion Dungeons should be removed. Players should just clear it in Criterion Dungeons difficulty without anyone dying.
From the perspective of an average player like me, the endgame of the Savage difficulty is rather painful and does not offer adequate rewards. This nearly sapped my motivation to continue the guide. The second phase of Mount Rokkon is better designed than the first phase in the Sil'dihn Subterrane but there are still issues I'd like to bring up.
Weird Design Choices
In Savage and normal difficult modes in Criterion Dungeons, the only changes are in numerical values. Speaking from a player's perspective and not as a game design expert, I find this quite peculiar. Within the game's 8-player raids, we already have both normal and Savage versions, and even in the Bozjan, there is a Savage difficulty. The mechanics between these modes are night and day, helping us understand what Savage means in the context of the game.
So why does the Savage in the Criterion Dungeons only involve numerical changes? In interviews, developers have responded with comments like:
"Nakagawa: Even though the mechanics are exactly the same, the tension while playing in Savage is already quite high, so I don't think there's a need to add anything else" and "Yokozawa: It would be sickening to finally get to the third boss and then be wiped out by an unfamiliar skill. We don't want players to feel this way."
However, I think this is comparing apples to oranges. The difficulty in games can be expressed in many ways; simply adjusting the numbers is a lazy approach. Take, for example, the patch 6.45 update in The Masked Carnivale, where achieving a perfect score on Level 32 requires not breaking the crystal. Players must use physical attacks to defeat the boss, and because of these constraints, the difficulty increases naturally. This is in contrast to just adding a Level 32 (Savage ) that only increases the boss's attack power and health.
Similarly, in Eureka Orthos, whether you clear it in a 4-player group or solo, the attributes of the monsters don't change. The number of team members can significantly alter the difficulty of the dungeon, which is a good design for varying difficulty. It doesn't simply pump up the boss's attack power and health in the new deep dungeon Eureka Orthos(Savage).
So, I believe this could be modified into a single achievement. If you complete it without dying in the Criterion Dungeons, you can directly get the achievement. There's absolutely no need for a separate Savage mode.