That's fair and I'm aware of it. I also used it because frankly, no matter people's opinion on the current pve model, they were quite beloved pieces of endgame content for casuals/everyone.
Still, CLL starts up with extremely creative and unconventional bosses at the wall, which is already a breath of fresh air and requires some team coordination. Next we get to deal with semi rng objectives (captives) to find and save by exploring the place, which feels already a lot more like a real dungeon or raid than the usual boss in a circular arena kind of slop we keep getting in other types of content. I do agree that past that point CLL goes back to what's essentially a DDR boss gauntlet with not much novelty beyond the party of "good players" you have to form at the last boss to go deal with Lyon.
Dalriada also starts trudging through mobs on a ramp and then properly working through lasers while the other part of the alliance deals with the controls, which I find to be a really cool concept, and again promotes team coordination with unusual trash mechanics that are actually close to what you'll find in criterion (notably the sprite section after the first boss in Rokkon). Then again, true, Dalriada just goes back to DDR boss gauntlet.




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