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In Hullbreaker Isle, is it probably pirates?
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Will there be any lore behind the dungeon itself that plays an important role in the story of the game?
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Will these new dungeons be a new "star" tier for roulette, like how we have hard, and expert, or will these new dungeons be added the the current 3 star tier (aka dungeons from 2.2)? So in summary will these new dungeons be considered 3 star or 4 star?
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Will we be getting any 8 man dungeons outside of coil and 24 man CT? Would be nice as apart of the dungeon list and duty roulette to have these as options for bigger groups, etc. :)
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It was hinted that Edda would make a reappearance in the new dungeons. I hope though she's not an enemy to be defeated, but for her to get her retribution from the dungeon, and to see her SO...
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will these dungeons actually be hard? hard mode dungeons are suppose to be targeted at players who are past the 2.1 storlyline. By the time a player reaches this point they will have obtained enough myth, soldiery, dungeon(i55-i70), CT, and possibly allagan gear. to be i70. Will these new dungeons be at least i70 , if not do you have any plans on implementing dungeons that will be relevant to players who have cleared old content?
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Will these dungeons or any dungeons in the future have increased difficulty with a rare-drop item at the end that is useful for end-game players? For instance an i105 ring or something? I really did enjoy Amdapor HM (really - fantastic job) but my motivation to run it for Halatali is super low. Give me some incentive!
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I don't know if this is possible story/game wise but, it would be nice/cool with a dungeon that has different platforms that you'll have to teleport from and to.
So is there a possibility for a dungeon like that in the future?
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May we please see Extreme Mode Dungeons in the future?
As it is, Raiders enter a brand new Hard-mode & are easily able to begin speed-running right off the bat.
I'd like pulls that require strategy & thinking to some degree... that can actually harm that i90+ tank.
Also bosses that are more mechanically 'extreme' to boot... Bomberman Mini-game is neat but not very challenging by any means.
You wouldn't have to put as much into these Extreme Modes... keep the same bosses/designs/layouts, simply add more abilities/mechanics to the bosses/mobs.
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In previous dungeon designs, the path ways were linear and easy to navigate around as a new player. But now that we are a bit more familiar with the game and higher level, Will there be the option to explore alternative routes inside dungeons in the future?