I've tried several times but never made it to dawntrail. we'll see how it goes this try, but even if I do get there the only thing that interests me is the FFXI raid honestly.
I know MMO industry is pretty volatile with people constantly coming and going, but those financials do indicate a real problem with players being that dissatisfied with the game.
that's interesting about FFXIV dungeons Vyre, I vaguely remember them being one of the easier types of content to churn out, which is why ARR and HW had so many of them. wonder what changed.
It all goes back to 2.1's Pharos Sirius.
In 2.0 base XIV, the game rose out of its 1.0 death, and became a WoW clone somewhat.
However, at the time the content types available were few still, so they opted to make them more challenging, believing players wanted to be challenged (this was the era where Dark Souls had taken the world by storm, after all, and comparisons about a game's challenge were very important at the time).
Some of the 2.0 dungeons were challenging enough, at the time, to make players a little bit anxious about whether or not they'd get stuck on certain bosses if their group didn't know what to do or wasn't geared very well etc.
The Binding Coil raid also had this same feeling. Challenging, apprehension, weekly lockouts on drops etc.
2.1 rolled around, and they released 3 dungeons. Copperbell Mines Hard Mode, Haukke Manor Hard Mode, and Pharos Sirius. Two reskins with harder(max level) monsters, different monsters, different bosses, and a new route through the reskinned dungeons.
Pharos Sirius, on the other hand, was entirely new. Entirely new.
And it shook up the dungeon formula, quite a bit.
For starters, it actually had 4 bosses, instead of 3. Then, it had road blocks on release, unlike prior dungeons which had them added in later to cockblock 4-man dungeon meta comp (PLD, BLM, BLM(or SMN), WHM).
Then, it had problem monster in each trash pack. Monsters with higher HP than other trash and deadly/debilitating moves. The first ones being the Elbsts that if alive long enough, inflicted a % damage taken debuff onto anyone caught in the cone immediately in front of them. An effect debilitating enough to floor a tank.
Then there were the pirate barbers, which if not killed first, could heal the trash packs.
Then there was the first boss. Bosses in Pharos Sirius followed a theme of Add management, and an attempt at forcing steady, thoughtful kills. So, first boss of Pharos Sirius summons corrupted crystal hounds, which immediately spit super fast acting AOEs onto random party members, often times the same one, if not dealt with immediately. The trigger for them spawning was merely HP% and happened independently of the boss performing or casting moves, so what would happen is that very competent groups would spawn adds too fast, and get completely wrecked by being unable to manage the sheer amount of adds. Smarter groups kept it steady, killed adds, then raced his HP and add spawns when he was LOW. Further complication though is he'd reduce the size of the arena by placing field AOEs that persist.
After that you encounter new problem monsters in the trash. THere were Bhoots that could inflict potent 30 second paralsysis to the entire party, as well as Corrupted Sprites that could cast Banish III (Banishga really) which would deal over 3000 damage to the entire party if it went off, in a trash pull, in a time when DDs and Healers if fully geared, barely met 4000 HP (at i90). If you walled to wall these pulls, you would encounter 2 Bhoots, 2 Corrupted Sprites, and a Pirate Barber all in the same pull. This Banish III is also a radial AOE, hitting all party members within 30y of the Sprite. Meaning you could pull this entire trash pull to the next gate, and then, if your DPS didn't know, your entire party could be killed simultaneously by two casts from trash.
After that was the second boss. A Zu, FFIV style. A Zu mother, in her nest of eggs. Add management again. This time, when you break an egg, the Zu mother gains rage stacks. At 12 rage stacks or higher, her mane glows pink-red, and she gains access to new deadly moves, and begins to spam them until the rage stacks go under 12. One egg break = 8 rage stacks. Rage stacks only decay with time. As the fight went on, more eggs would start to hatch. As babies they become fairly deadly adds with wind cleave attacks, and one add that tethers to a party member and proceeds to vomit on them as a quick kiling DOT. So what you'd wanna do is denote which eggs spawn which add. The spotted eggs are the vomit adds, so if you see spotted eggs hatch, you need to break at least 1. At times you'd have to gauge whether you could break an egg at all, as if you pushed the Zu up to 16 rage, it would literally body slam the arena for so long, that there's no way for the party to live through it. You get one reprieve in that, at a certain point the Zu opts to fly high, and only spam chasing wind aoes, at the point, you could break 2 eggs at once, as it would be up in the air long enough to decay 5 rage stacks. This boss also walled a lot of parties :D
After that, there's only a couple of more trash pulls, but also with a new problem monster. Splitting Flans on a staircase where you also have to shut valves of corrupted aether. You could stun the flans to stop the split, but once they split, it more than doubled the size of the trash pulls. Also, 2 more Corrupted Sprites on the way to the second valve at the stair top, with the corrupted aether also doing AOE damage to your party as you ascend the staircase. Rough, but you should know what these things do by now, and it shouldn't take more than a couple tries to get by, if you wipe on the first go around.
Then the third boss. Third boss was kind of a fake out. It had severely low HP, but would spam adds. Very very simple to just kill outright while ignoring the adds, it's the last type of add management, really. Gauge the strength of the boss, kill the boss instead.
No more trash.
Last boss, Siren.
One of the first instances of in or out mechanics in the game, with a donut AOE cast. Also made use of the outside border for Ifrit like dashes across the arena. Two types of adds. Regular zombie pirates, and crawling zombie pirates. Crawling pirates go for your healer and tank, and if they do, the tank or healer is completely immobilized/unable to act until the DPS kill the add.
Sported one of the earliest heal checks as well. If party members HP not full, and Lunatic Voice not silenced (she builds stun resistance, and not all party comps could silence at the time, silence is also a 1 second interrupt in XIV), then your entire party could be charmed and hitting one another for 15~20 seconds. While still being able to be hurt by adds and Siren. Oh yeah, Siren also inflicts a long full time bleed on your tank, and can inflict party wide, "Healing Effect Received" down debuff, which would need to be Esuna'd/Leeches'd off before any meaningful healing could happen. Another boss that would often time people out of the instance.
The minimum iLvl requirements were also introduced in this patch, and Pharos Sirius's were absurdly low. i49 needed to enter the dungeon in Duty Finder. An i49 player would not be able to live through any of the trash AOEs even with SCH shields, and an i49 tank would get absolutely wrecked by all of the bosses.
This lead to the first demands for a content nerf by the playerbase on the first iteration of the FFXIV official forums. Often times, when you got Pharos Sirius in a roulette, people would bail on the instance immediately.
This lead FFXIV devs to reduce the difficulty and nerf Pharos Sirius come 2.2, and it also lead them to keep dungeon difficulty lower than they initially planned it to be, turning almost all future dungeons into relatively casual content, rather than serious content as they had originally been.
Combine that with power creep over the years, and you basically have a content form that is dead in all but presence. Like, dungeons in XIV are basically just there. They're just there. THey're like a vestigal organ, now. A pinky toe or an appendix.
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TL;DR - They wanted to make dungeons hard originally. They made dungeons hard, and players got butthurt, and ocntinued to express butthurt if any dungeon ever had even a slight inconvenience, so players drove dungeons to be unfun for the devs to make, and so we get slop for dungeons.