Thanks for explaining the abbrevations! ^^
How much waiting time is acceptable... in my opinion that's a question without a good answer, unfortunately. Some people who main tank or healer are already very annoyed by a 10 minute DPS queue for any type of content. Other people are more relaxed about it and are ok with 30 minutes, as long as there are other things you can do (like gathering or crafting) in the meantime. For some people it will always be too slow as soon as it is not instant. And in some datacenters, especially newer ones like Dynamis or Oceania, the queues are already long simply because they have yet to grow a healthy player number. For them it might be even worse. If we would get a harder dungeon version, I suppose there would have to be many adjustments to be made in terms of loot etc. to keep both equally interesting, but well, doesn't mean it's not worth trying.
Whatever the developers might do, I hope they won't keep with the opinion, people interested in a challenge should just do Extreme, Savage or Ultimate content. When it comes to difficulty in battle content I also often have the feeling people see this very linear. However, Savage and Extreme trials are single boss fights in a fixed arena, a very different experience to the core than a dungeon run. In my opinion they are not really comparable. A better comparison would be the field instance duties like in Eureka and Bozja when it comes to the difficulty and I am very much looking forward to this, but they are very complex and require preparation and planning. They are also not part of any roulettes, so they are rarely done unless people use the partyfinder to get a group for this specific purpose. The Variant Dungeons are the only thing getting closer to this and I hope one day they might adjust the difficulty of Criterion as well, so it offers more of a midcore challenge instead of jumping straight to savage.
It's interesting what you say about the ID Remnant. I'm not sure which one exactly it is by name but the description sounds like it's the first level 90 dungeon, from 6.0? The first boss? I heard some people being annoyed with that debuff as well, but I wonder... Would they be just as annoyed by the mechanic, if they would be more used to Esuna? If it would be part of their average muscle memory and reflexes, just like casting Cure or Lustrate or so, it might not be perceived in such a negative way. It would be a part of the gameplay they know and learned to watch out for. Nobody says "stack markers are annoying" or "dodging AOEs is annoying", because they are such a core part of the experience early on. Esuna is vital in maybe 10 dungeons or so, on normal difficulty level. In many duties the debuff expires faster than Esuna could be cast, so it's being ignored. And in others these debuffs are just a minor nuisance, just like many attacks where tanks forget to use Interject. (The game is also not really good in communicating to new players how they notice what debuff can be healed with Esuna and which one can't.)
This is also why I feel like just saying "we want to improve battle design for new duties" won't be enough to make dungeons as a whole more interesting. Most dungeons we play with daily roulettes etc. are not on that high level, but level 30 or 65 or 87. They would have to be adjusted as well, so people can have a proper learning curve for using skills like Esuna. I daresay it would be a worthwile endeavour in the long run though.![]()




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