Quote Originally Posted by Feronar View Post
While FFXIV's dungeons are certainly nice to look at, they do seem to be a bit too formulaic.
* Pull and kill trash up to barrier, barrier opens
* Pull and kill trash up to another barrier, barrier opens
* Kill first boss
* Pull and kill trash up to barrier, barrier opens
* Pull and kill trash up to another barrier, barrier opens
* Kill second boss
* Pull and kill trash up to barrier, barrier opens
* Pull and kill trash up to another barrier, barrier opens
* Kill final boss
I get why people can get tired of the formula. The issue is that the formula kinda created itself over the previous dungeon design from ARR and HW. For example, Toto-Rak had two pathways you could go through, yet one was definitly less worthwile than the other and people hardly ever took it. Same with the bonus rooms in Dzemael for example.
You also had some different traversal mechanics/hazards sometimes, but player feedback was that it was more of a hassle to play than fun most of the time (for example Aurum Vale poison puddles, Neverreap tornadoes). So instead SE kinda curated more on the way players were already handling dungeons.