4-6 *is* too low in my opinion. Sorry, but it is. It's not about branching paths or difficulty, it's about variation. 4-6 dungeons feels restrictive; environment plays a huge part in experience, and just because you can have different mechanics, the setting remains the same. Adventures? We know nothing about them, but, given that they they've been classified differently, they're not dungeons. Maybe they're instanced group quests, or something all together different, we don't know yet, so i'm happy to wait and see... FFXIV has a surprising number of dungeons. Better yet, they're varied, story-relevent and (mostly) good quality. Everybody runs them, because in order to progress, you have to. I've enjoyed discovering them. Add to that FFXIV's Guildhests (initially simple, progressively more complex, instanced content with a singular goal, that teaches instancing, group play and raiding concepts), and the three Trials (essentially an early glimpse Raid bosses to get people familiar with the idea of beating the Primals) and FFXIV has a ton of instanced content... ... and you know what else? I see and know people running them who would never, traditionally, be into dungeons and raids. Warplots, Raids; great for guilds. It's cool to say W* has a ton of solo content, that's great for the people who may as well be playing a single player game with the occasional co-op... but what about those players who like group play, at end-game, with PuGs? Their existence is "sit in a major city, queue up, tank/heal/pew on of the 4-6 instances"... rinse, repeat. That's already a thing in other MMOs, and it's already terrible.