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		<title>FINAL FANTASY XIV Forum - Dungeons</title>
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			<title>FINAL FANTASY XIV Forum - Dungeons</title>
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			<title>Is NA slowly turning on sprouts? The quiet Dynamis problem ⚠️</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528919-Is-NA-slowly-turning-on-sprouts-The-quiet-Dynamis-problem-%E2%9A%A0%EF%B8%8F?goto=newpost</link>
			<pubDate>Sun, 31 May 2026 15:23:32 GMT</pubDate>
			<description><![CDATA[# Is NA slowly turning on sprouts? The quiet Dynamis problem ⚠️ 
 
Hello o/ 
 
Maybe I'm reading too much into it, but over the last month or two it...]]></description>
			<content:encoded><![CDATA[<div># Is NA slowly turning on sprouts? The quiet Dynamis problem ⚠️<br />
<br />
Hello o/<br />
<br />
Maybe I'm reading too much into it, but over the last month or two it feels like the mood around sprouts and early-game content has shifted.<br />
<br />
Not dramatically.<br />
<br />
Just little things.<br />
<br />
• More comments when ARR pops again.<br />
• More people sounding annoyed before the duty even starts.<br />
• More passive-aggressive remarks.<br />
• More &quot;of course it's this again.&quot;<br />
<br />
What got me thinking about it is Dynamis.<br />
<br />
I do not think Dynamis lacks players. The players exist. They are just queueing somewhere else.<br />
<br />
Dynamis has been getting a lot of sprouts recently, which should be a good thing. :)<br />
<br />
But when local queues are rough, many players travel to other DCs to keep progressing.<br />
<br />
So Dynamis ends up in what feels like an ARR treadmill.<br />
<br />
More sprouts arrive.<br />
<br />
Queue issues push people elsewhere.<br />
<br />
Some transfer.<br />
<br />
Some quit.<br />
<br />
Some become permanent travelers.<br />
<br />
More sprouts arrive.<br />
<br />
The treadmill keeps moving.<br />
<br />
At the same time, the rest of NA already has plenty of low-level demand from new players, alts, returners, and normal roulettes.<br />
<br />
Then Dynamis demand gets added on top.<br />
<br />
People see the same early-game content more often.<br />
<br />
People get tired.<br />
<br />
And eventually some of that frustration starts landing on sprouts.<br />
<br />
That is the part that worries me.<br />
<br />
Queue problems are visible.<br />
<br />
Community problems are not.<br />
<br />
You can see a 45-minute queue.<br />
<br />
You cannot see patience wearing out.<br />
<br />
Cross-DC matching may help the queue problem. I hope it does.<br />
<br />
But if the community gets colder toward sprouts while we wait, a technical fix may not undo that.<br />
<br />
Some rough ideas:<br />
<br />
• Stronger roulette incentives for Dynamis.<br />
• Rotating bonus campaigns for queueing locally.<br />
• Short periods where DC travel is limited.<br />
• Better use of Moogle Tomestone events to push more optional older content into the roulette pool.<br />
<br />
Maybe these are not the right answers.<br />
<br />
I mostly just want to ask if anyone else is seeing the same thing.<br />
<br />
I can’t shake the feeling that frustration is building, and some of it is starting to land on the wrong people.<br />
<br />
Is anyone else seeing it?</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/648-Dungeons">Dungeons</category>
			<dc:creator>zeladin</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528919-Is-NA-slowly-turning-on-sprouts-The-quiet-Dynamis-problem-%E2%9A%A0%EF%B8%8F</guid>
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			<title>Dear Yoshi P and Developers</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528909-Dear-Yoshi-P-and-Developers?goto=newpost</link>
			<pubDate>Sun, 31 May 2026 00:56:41 GMT</pubDate>
			<description>I have been playing the game for just a few years and I have loved the MSQ and quests. But since I hit level 90 on my Dancer, the dungeons have been...</description>
			<content:encoded><![CDATA[<div>I have been playing the game for just a few years and I have loved the MSQ and quests. But since I hit level 90 on my Dancer, the dungeons have been getting harder and harder. A few years ago, I had an accident and it left my right hand weaker and I had to learn to play differently. At first that worked but as I leveled up and hit 90, suddenly the Dungeons and Boss Fights became so hard that I spent the time laying on the floor dead. And unlike other games like WOW, the Dungeons and Bosses are tied to the MSQ and unless you do them, you cannot advance the game. And then came the Post Quest Dungeons and bosses for Level 100 and they were moving so fast that I literally pay almost 4000 gill in repairs after every dungeon/boss. And I spend the time in them lying dead on the floor until the healer rezzes me. I just finished Mistwake and spent the last hour crying because it may be that my time with FF14 has come to an end. In other games, normal dungeons are not that hard--it is the advanced dungeons (Extreme, Savage, etc) that are hard. And I know I am not alone. I would imagine that at least 50% of your player base doesn't want dungeons so hard that they lay on the floor embarrassed or crying feeling like the game has left them behind. I even watch multiple YouTube videos to prepare for the mechanics but they move so fast that the bad area flashes and the boss hits seconds later--giving those of us who were not looking for an extreme or savage dungeon no time to move to safety. I'm just sad because I don't think I'm going to be able to continue the MSQ or even do the next expansion. I hope you listen to me although it just may be too late to fix any of this. <br />
Sincerely Bizzy Willow</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/648-Dungeons">Dungeons</category>
			<dc:creator>Bizzy123</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528909-Dear-Yoshi-P-and-Developers</guid>
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			<title><![CDATA[Suggestion to add a separate "Normal Mode" for the Binding Coil of Bahamut]]></title>
			<link>https://forum.square-enix.com/ffxiv/threads/528774-Suggestion-to-add-a-separate-Normal-Mode-for-the-Binding-Coil-of-Bahamut?goto=newpost</link>
			<pubDate>Sun, 24 May 2026 02:50:06 GMT</pubDate>
			<description><![CDATA[I would like to suggest creating a separate, easier "Normal Mode" for the Binding Coil of Bahamut raid series, similar to how raids are structured in...]]></description>
			<content:encoded><![CDATA[<div>I would like to suggest creating a separate, easier &quot;Normal Mode&quot; for the Binding Coil of Bahamut raid series, similar to how raids are structured in later expansions.<br />
<br />
Currently, the Coils contain crucial story elements regarding the Seventh Umbral Calamity and the twins, but the high difficulty forces most players to run it &quot;Unsynced&quot; at max level. This completely ruins the narrative pacing and dramatic tension of these iconic boss fights.<br />
<br />
My proposal is to:<br />
<br />
Keep the original raids exactly as they are: Preserve the current version of the Binding Coil of Bahamut as a &quot;Savage&quot; or &quot;Min FATE&quot; level challenge for players who want the original, authentic difficulty.<br />
<br />
Release separate &quot;Normal&quot; versions: Create a tuned-down, story-accessible version of these fights so they can be safely added to the Normal Raid Roulette.<br />
<br />
This would preserve the historical challenge for veterans while finally allowing new players to organically experience one of the best storylines in Final Fantasy XIV through the Duty Finder.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/648-Dungeons">Dungeons</category>
			<dc:creator>Darkrai94</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528774-Suggestion-to-add-a-separate-Normal-Mode-for-the-Binding-Coil-of-Bahamut</guid>
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			<title>Dungeons and Raids Should Drop Totems</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528695-Dungeons-and-Raids-Should-Drop-Totems?goto=newpost</link>
			<pubDate>Wed, 20 May 2026 09:42:04 GMT</pubDate>
			<description>As title says. Each completion of content should give a totem or totems that allow purchase of a drop from the dungeon or raid, including alliance...</description>
			<content:encoded><![CDATA[<div>As title says. Each completion of content should give a totem or totems that allow purchase of a drop from the dungeon or raid, including alliance raid. Be that a piece of gear, card, minion or orchestrion.<br />
<br />
People should not be driving themselves insane running content dozens of times for glam or BiS that may never drop. This is not fun nor respectful of players' time.<br />
<br />
I've read an account of player that ran a Nier raid 43 times and never got the chest piece they wanted. This should not be possible, and each person should be closer to their goal each time they complete the content. <br />
<br />
It should not feel like a pointless endeavor.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/648-Dungeons">Dungeons</category>
			<dc:creator>Monocrow</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528695-Dungeons-and-Raids-Should-Drop-Totems</guid>
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			<title><![CDATA[Something we've been missing for a while]]></title>
			<link>https://forum.square-enix.com/ffxiv/threads/528610-Something-we-ve-been-missing-for-a-while?goto=newpost</link>
			<pubDate>Sat, 16 May 2026 14:05:11 GMT</pubDate>
			<description><![CDATA[Hello, I was doing The Burn today and realised: it's been a long time since we've had a dungeon where you can pull the enemies into a hazard and it...]]></description>
			<content:encoded><![CDATA[<div>Hello, I was doing The Burn today and realised: it's been a long time since we've had a dungeon where you can pull the enemies into a hazard and it damages them.<br />
<br />
I think that's a fun thing to be able to do and would like it to come back for Evercold. Maybe have a big icicle fall down and it does damage to allies and enemies alike underneath. Adds a bit of variance to dungeons.<br />
<br />
Lots of love,<br />
Beloved Bumblebee</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/648-Dungeons">Dungeons</category>
			<dc:creator>locusts</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528610-Something-we-ve-been-missing-for-a-while</guid>
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			<title><![CDATA[What's going on?! (returning player)]]></title>
			<link>https://forum.square-enix.com/ffxiv/threads/528344-What-s-going-on-%21-%28returning-player%29?goto=newpost</link>
			<pubDate>Thu, 07 May 2026 21:55:09 GMT</pubDate>
			<description><![CDATA[Just bought the Dawntrail expansion yesterday and finished off Endwalker and I've just beaten the first trial in the expansion and... 
 
...can i...]]></description>
			<content:encoded><![CDATA[<div>Just bought the Dawntrail expansion yesterday and finished off Endwalker and I've just beaten the first trial in the expansion and...<br />
<br />
...can i just ask, what the hell is going on?! The dungeon bosses halfway through Endwalker and so far in Dawntrail are all over the place. I have no idea what's going on half the time. There's pointers everywhere, split second reaction aoes, explosions, target lines, off screen attacks, and more!<br />
<br />
Luckily, I'm a tank so i can survive a few of these but i'll be damned if i know what's going on lol.<br />
<br />
Anywayz, just wanted to get that off my chest :D Back to the game!</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/648-Dungeons">Dungeons</category>
			<dc:creator>SgtLunatics</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528344-What-s-going-on-%21-%28returning-player%29</guid>
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			<title><![CDATA[Windurst Arena "Fix"]]></title>
			<link>https://forum.square-enix.com/ffxiv/threads/528328-Windurst-Arena-Fix?goto=newpost</link>
			<pubDate>Thu, 07 May 2026 16:42:00 GMT</pubDate>
			<description>Why was the arena ruined for everyone instead of a toggle in the Accessibility settings for anyone who needed changes for motion sickness? 
 
This...</description>
			<content:encoded><![CDATA[<div>Why was the arena ruined for everyone instead of a toggle in the Accessibility settings for anyone who needed changes for motion sickness?<br />
<br />
This was legitimately the one arena from FFXI I was most looking forward to, and it looks so bad and generic now that I kind of don't want to go back into that raid knowing that was taken out of the game. I was so happy we got it, and then it only lasted a week and I'm really sad about that.<br />
<br />
I agree that changes need to be made to assist those who have difficulty with arenas like that, but could it not have just been a quick toggle?</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/648-Dungeons">Dungeons</category>
			<dc:creator>Anonmoose</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528328-Windurst-Arena-Fix</guid>
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