An encounter can't be engaging if you can ignore the mechanics regardless of gear level. It's possible to have easy mechanics that are punishing none-the-less like Megadeath.
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There was also the problem where better gear actually caused all but the 3rd boss fight to become harder due to hp% based phases overlapping and overwhelming groups with adds even when mechanics were performed as intended. Gear made the other dungeons easier but it made Pharos Sirius harder.
I guess, I was agreeing with you. Sorry for the confusion. Yes, there needs to be more punishment for ignoring things. Weeping City may be a bit too far, as it's good if a group can more easily recover as well.
I think the difficulty level of dungeons at Amdapor Hard, Wandering Palace Hard and Keeper of the Lake was pretty good. It wasn't hard by any means, but it was engaging. Ignoring the bombs or placing them improperly on the first boss of Keeper of the Lake meant death.
I disagree with you there. Keeper of the lake was even easier than the current expert roulette at release. Same goes for the other two dungeons you mentioned. First boss of Keeper could be very easily ignored. Literally all Jr took to handle it was a Cos or an overpower and that mechanic was pretty safely handled. Even in the rare event one of the larger bombs was set off, it was easy for an attentive healer to heal through or mitigate the damage. The second boss was a snore, and the last boss didn't have any mechanics besides the dps check bird.
This is just patently false. The healing requirements for spam pulls were much higher, and the mechanics were much more punishing. The current expert at release, you could spam pull and Eos could solo heal it.
If the large bomb went off, on release, you died. As we geared up, you could out heal it, but it wasn't til quite late into the patch that it was easy to do so. Conversely, every mechanic in the new dungeons you can ignore 100% and people will not even drop to 50% hp.
The last boss had more mechanics than the last boss of Xelphatol. In both situations, you just dodge AoE's (which was way harder in KoL than Xelphatol) and in KoL you also had to DPS down the bird and activate the shield and get in it.
What healers were you playing with? I went in on the first day with my scholar that I hardly used and had no difficulties surviving two large bombs back to back, and I never even mained it, and spam pulls were being done of those dungeons since day one as well. In addition, the only hard part of the last boss was the dps check. All of his AoE are pathetically easy to dodge so long as you watch your positioning. Literally all you had to do as a ranged dps was stand to the side near the middle, and you could dodge literally every AoE without moving, except for the occasional blue AoE on the side you chose to park at. Seriously. It took me maybe half a run before I noticed that the edges are nearly untouched. The only one that had to pay attention was the tank, and that was only because standing on the wrong side with the wrong dragon lowered dps.
The problem is the scale of difficulty between Expert/mini raid to savage/Ex primals is still big. There is nothing that really fills that in between content to prepare players for savage etc. I also would of preferred it if they never nerfed savage and actually created mid core content to fill the gap.
I know some will disagree but I just dont think it scales up smoothly through the difficulties.
So many asked for another tier of difficulty for dungeons, while SE is already struggling with pushing out the current content and the 8-man raid only have 2 tier of difficulty. While i do hope for a real difficult dungeon, i don't think we will see it soon, at least not before they handed us another difficulty tier for 8-man raid. The next PotD, on other hand, could be developed to fill that niche though.
You can't have higher difficulty in dungeons unless you're willing to accept SE taking stricter measures to stop speedrunners (something I wouldn't be sorry to see play out at long last). That would start with harder hitting lower-tier enemies that even the most decked-out tanks would need to respect and not pretend to be Superman. Secondly, there would need to be traps equivalent to PotD in each dungeon to make groups really think about pulling whole rooms (Let's see how bada$$ a tank is after tripping a Toading trap with 10 enemies in tow. If I'm the healer of that group, I'd be wishing for a "sipping tea" emote right there). Thirdly, there have to be Zelda-like puzzles that must be completed to open doors or reveal keys. These three elements would certainly make dungeons more challenging and expose the blusterers who talk crazy about XIV being "too easy".
That would be a nice step towards something better imo, but even at i230 minimum by the time the average item level of parties hits i250-i260 its just faceroll again :/
So maybe they could start trying that though and see the response and then maybe they can start adding some dev time into making some extreme versions of the dungeons that offer maybe a bit higher item level versions of the gear it drops, maybe dyeable if possible, and hopefully a bit more of a tome reward for taking on the higher difficulty. You can't make the rewards too much higher though I don't think...because they don't want to alienate people who enjoy just doing the easy modes or the people where the easy modes are difficult enough for them.
Yeah I definitely like to heal and push my limits so I am with you on that. Just have to remember that a lot of us have been grinding weekly tomes since 2.0 launch so sometimes people might just want to get it done quickly instead of doing something difficult every day so I think we might need to have both modes; the Expert we have now and then Expert Extreme or something that offers a bit more rewards? I don't know just rambling thoughts I had and trying to think about what other points of view might think about difficulty changes :)
Very true, I'm sorry I only have one like to give. This is why I liked it when dungeons first came out for a while they weren't able to run through them, didn't last long but I enjoyed my moment. Things like poisons and vulnerability, silences like in PoTD where it lasts for a while, potent paralyze, tank busters ..things that could be dispelled. Of course all of your suggestions in itself would make the dungeons a ton more fun and stop the "I'm going to pull big". They talked about dungeons in 4.0, lets see what they do.
This reminds me of a SCH I met doing roulettes. We were in Cutters Cry and we were doing just fine until the second boss. The Sludge was killing people, he couldn't keep them up. He wasn't level 40 yet so he didn't have Leeches. He did have Fey Caress, but had to use Whispering Dawn. We found out after that he was very low in gear and ilv. We explained about gear and he said he would like to try one more time and if it was that bad he would leave and gear up, come back. We said sure. This time though took some extra pre-cautions such as using HQ Potions with their shorter cool downs. Anyways, we got over it and we did a full run for gear. Got him some real nice upgrades that made the boss a bit easier. In the end he explained, he didn't do it because he was being lazy but that the game up until this point has been such a breeze he's never had an issue and just upgraded what he could as he could.
This goes back to what you said about how powerful heals are. I was wondering, instead of decreasing the power of the heals. Would it be a bit better to have that debuff appear more that decreases the amount of HP healed? The only ones that come to mind are the spiders in Tam Tara Hard Mode, but they die so fast I can esuna as I dmg deal and he lives. Sure the ability in itself is manageable still like I just mentioned, but add that with a pack of mobs that one gives a frontal attack that adds a DoT but has decent damage. The two paired up..might be nice.
I wont say heals aren't powerful because yeah they are.
but its not the core problem really. I think it's how these mechanics are triivailised in most content.for example you can clear the current expert dungeons without even having a healer in your party. take a tank and 3 dps off you go with next to no negative impact from missing a healer. hell taking a third dps actually makes things easier in many cases. globals last boss with 3 dps barely even gets gets to do anything to you..
the problem is how weak everything is more than how powerful healers are because even without healers you can still smash a huge amount of the games content and can still laugh at a lot of those non lethal mechanics..