View Full Version : Suggestion for Dynamis D - shared instance
radar
08-31-2026, 06:54 PM
First of all, the wave 2 part should not happen in the shared area.
1. Killing the main boss should not change all the monsters to wave 2 in a shared instance, it should just exhaust wave 1.
2. Add a level scaling system similar to what was added to Limbus, where you can pick the level of the monsters that you aggro (adjust drop rates accordingly)
This would make the content, pretty much perfect for the purpose it was made for. So lower geared players can kill count clears for gear.
Voidstorm
09-01-2026, 12:55 AM
3. Everyone in zone gets credit for all mobs killed.
- This reduces the FOMO from another group coming in who may just kill wave 1's boss right away.
4. Loot pool is not party wide, but zone-wide.
- This makes the issue of stealing claim a non-issue and is a great throwback to the original dynamis content.
5. With changes 4 & 5 area of effect spells, abilities, and weapon skills can be reverted to work on secondary targets once more.
- This will bring in more people to help one another since they will all have a shot at drops.
- This also makes it so groups are unlikely to kill wave 1's boss to start wave 2 immediately since there are still plenty of NMs that drop shards to farm first.
6. After the wave 2 boss is killed, give the zone a 6 minute wait before closing so everyone can lot on the drops.
- immediate closure of the zone on death of the wave 2 boss makes lotting its drops impossible.
Uroah
09-01-2026, 04:54 AM
There should be no loot in the shared instance. It's for getting RP and clears. Not farming every single day for gil. For that matter there shouldnt even be a wave 2.
Such a ridiculous idea letting people enter every day
Voidstorm
09-01-2026, 05:10 AM
it isn't only for RP and clears, it's also for Relic reforge +2 & +3. that's why there's drops and a wave 2.
radar
09-01-2026, 07:02 PM
3. Everyone in zone gets credit for all mobs killed.
- This reduces the FOMO from another group coming in who may just kill wave 1's boss right away.
4. Loot pool is not party wide, but zone-wide.
- This makes the issue of stealing claim a non-issue and is a great throwback to the original dynamis content.
5. With changes 4 & 5 area of effect spells, abilities, and weapon skills can be reverted to work on secondary targets once more.
- This will bring in more people to help one another since they will all have a shot at drops.
- This also makes it so groups are unlikely to kill wave 1's boss to start wave 2 immediately since there are still plenty of NMs that drop shards to farm first.
6. After the wave 2 boss is killed, give the zone a 6 minute wait before closing so everyone can lot on the drops.
- immediate closure of the zone on death of the wave 2 boss makes lotting its drops impossible.
This would just encourage people to afk in the zone.
One of the primary problems with XI is that it's too hard for many of its players, they should make the content able to be taken on instead of just doing this.
I also agree it should have no drops at all, that just encourages geared players to farm it and cause chaos for everyone else. While also destroying the market value of the items, due to oversupply.
Voidstorm
09-02-2026, 05:09 AM
I don't see a problem with turning the zone into a place where a bunch of people lot everything while 'geared players' kill everything and everyone gets RP, armor unlock, and dynaD materials.
It means more people would actually enter the zone for clears and everyone would benefit from the 'geared players' efforts.
radar
09-02-2026, 05:58 AM
Because they are not playing the game, people like to play the game and earn stuff.
Alhanelem
09-02-2026, 07:38 AM
I don't see a problem with turning the zone into a place where a bunch of people lot everything while 'geared players' kill everything and everyone gets RP, armor unlock, and dynaD materials.
It means more people would actually enter the zone for clears and everyone would benefit from the 'geared players' efforts.
Because it means a lot of people are not really playing, just leeching for loot instead. People aren't being tested and learning to be better players, and instead relying on the generosity and efforts of others entirely.
Voidstorm
09-03-2026, 12:28 AM
But it does create a situation where you are more likely to interact with players you typically don't play with.
I want some parts of the game to be like VoidWatch was in how people can team up with a bunch of others and expand their friends list rather than the endless 6-man events.
Limbus monthly CNs just don't do it. 1 group of 18 will just close a CN within a few hours of opening it. Not really getting community interactions in there anyway aside from tactics since those fights will so easily kill everyone.
I don't know how to go about it other than VW 2.0.
... maybe if we had ML50 gear that would do it, as everyone floods the official forum to complain about how terrible the grind is to get all their jobs to 50, and a ton of people who don't have 6 accounts start partying up once the grind to ML50 is nerf'd.