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I mean, none of those things remove the fact that big Nodes will probably stay the same for a while. Steven has said that the cost of siege scroll will be equivalent to the approximate value of the node being sieged. So sieging a metropolis will be insanely expensive. And due to that cost, a metro might stay up for a few weeks after its advancement. And that is if anyone even wants to siege it right away, which is also a huge "will they even" question.
Even if we assume that each season change brings a huge node event and Intrepid puts seasons on a 1week timer, that's still ~6d of grinding whichever dungeons the node controls. And the events themselves might not change the dungeons either, so there's that too.
And even if literally all metro-controlled dungeons get their mobs switched with each new season, that doesn't stop the grind for anyone who's trying to be at the top of the food chain. Anything they can farm will be valuable because everything in the game is valuable. "The dungeon changed and no longer drops you bow parts for your ranger party? Well it now drops staff parts which weren't accessible before so literally every mage will want to buy them, SO KEEP GRINDING!"
So again, unless there's literal lockouts or limiters on how much one player can farm - I really don't see how Intrepid's gonna stop the game from having grinds. And if they do have those features, I'd be interested in seeing whether they want to appeal to time-hardcore players who want to do non-artisan stuff in the game all the time.
Now I'm not saying Intrepid must do any of those things or that I'll think the game's shit if they don't have a grind. I'm just curious how exactly they'll design it. And to me, an event once a day/week is definitely not enough to dilute my grind so much that I stop seeing it as grind.