6m raid pls
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6m raid pls
That's a pretty bad example. I said that they might want to balance jobs and you bring an example of a job that was very, very poorly balanced for most of it's career? Maybe it's their experience with SMN in FFXI that makes them want to be more careful here.
As to 4 man parties... I actually like them. I honestly think that Bard being a hybrid DPS with some support skills makes it a lot more interesting to play than if it were like in FFXI.
Hmm..so what you're basiclaly saying:
1. Get Hard Modes of previous dungeons, which has 99% no bearing to any progression whatsoever
or
2. Have them spend dev time and money on unique dungeons which can actually have bearing on progression and could actually be more than a 1-3 time romp and throwaway dungeon
Personally, I'd rather have option 2 so it seems like they actually care for content in this game :p Reusing assets is fine and all, XI does it - Yet XI also managed to keep a theme and make new dungeons in the process. For example anything Zilartian/Kuluu made reused the same assets, yet were all dramatically different dungeons unless they were the same structures, i.e the Crags were similar yet different.
******Just why?****** I do not remember the other mmo's I played ever BLATANTLY copying prior dungeon/raid mobs and particularly not bosses. Like literally not. And if there were some resemblance, it was questionable enough for players to actually debate it.
I do not understand why there are not more people here who dislike this. Quite cheap. Superb designers on the team, yet you rehash so literally as to just dye the mob's armor/exterior a different color and give it a new/different name. *Shakes head. And to add the proverbial insult to injury is taking EXACT SAME DUNGEONS with little notable variances aside from increasing mob health and dmg and calling it Hard, Harder, Hardest, Extreme, Fantastically Difficult....NEW DUNGEON>Come one, come all and look forward to it: NEW CONTENT.
firstly pharos siris was not a story line dungeon, and new ampdaor probably won't be either. secondly we are getting new dungeons as well as hard modes. they are doing both ways to keep everyone happy- people that want new stuff, and people that want a greater amount of content.
The Haukke Manor (hard) a good name would be Haukke Manor North, because it is the north wing of the house while the normale mode is the south wing.
I would not call Copperbell Mine and Copperbell Mine (hard) as EXACT SAME DUNGEONS.
the infamous color swap enemies were always a result of time and money constraints. we also see a lot of enemy designs straight up recycled from other mainline games in ARR, because they had to push out the game in a short time.
the only exceptions are FF VIII and FF IX which don't feature color swap enemies. since then SE has basically devolved their production quality in this regard.
personally, I think the HM dungeons should be more of a "bonus" because they can be rather easily made from old assets. one entirely new dungeon isn't really much per content patch for a sub-based mmo.
They wont be adding new jobs in the middle of the game, only expansions most likely.
Its not nearly as easy as you you might think. Some stuff that has to be done.
- what role is the new job, based of what class?
- how can this new job contribute to rest of the team?
- How can make the new job attractive yet not OP so everyone and their dog switches to it (this most likely requires a redesign of other jobs)
These are just a couple questions and we havn't come to the job itself, what spells, quests, abilities, uniqueness.