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Would it be possible to add a unique chest within dungeons that can only be opened once a day in which all player's reap the awards from said chest, almost like a Daily Treasure hunt.
Players could go through all the dungeons and seek out the chest that would be hidden in either a random location or a certain enemy needing to be defeated for the chest to appear and upon defeating the monster said chest would appear.
It would only be possible to do this once a day in each dungeon and by adding a small mechanic like this it would encourage players to explore more of the dungeon and add in a chest that has the potential to drop rarer loot in which they can only get said chest once a day.
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With the release of 3 4 person dungeons in each patch has there ever been talk of having gradually increasing difficulty curves with each one.
Rather than having all 3 dungeons at i55 why not have one i60, i65 and i70 as more of a sense of progression because with the current build of dungeons players will more than likely only focus on the one which provides the quickest means of obtaining mytho/soldier aka Brayflox HM. Loot becomes secondary in these dungeons because at the rate in which mytho/soldier can be obtained aka i90/i100 gear outweighs the i70 gear which comes from these chest.
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When will we be able to que in duty roulette as a party, or at least as two people???
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Will Ramuh have exclusive weapons for defeating him?
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since there is a expert choice of roulette's can you increase the difficulty of the dungeons from older patch's and the newer dungeons for high lvl geared players in the expert roulette and have you thought about not just roulette but also a category of expert dungeons for higher lvl players to chose from.
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Since RNG programming activities already exist in the game (chest items, drop rate, etc), there is already an underlying idea and understanding that an exactly acquired reward each and every time that is item specific with no variance is not only a point of necessitating a returning and repeating of the (fight, dungeon, raid) to get what you really need, but also keeps an interest level of players doing it high to some extent.
Can this be done (or is it in the works already) for an 4/8-man dungeon, as far as monsters spawning, location of spawn, and which boss you encounter at each segment?
(to explain, the former, this would include monsters that have cone or circular AoEs, distant or straight melee; different ones, and random spawn locations, sometimes the same, and would be from 3 up to 6 at once. For the latter, there would be a set number of 6 different bosses, but you would encounter only two different ones each time through, with a final boss that remains static.)
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Are there any plans to add dynamic elements in all dungeons that would change every time?
Most players can run dungeons blindfolded now, so it would add a nice element to revisit them. (horizontal content expansion)
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Extreme dungeons with cooldown timers (2 days or something like that) that drops a component for an item that can be used as an upgrade item (when assembled gives oil of time or sands of time)?
//asking to see if its possible to have an alternative to RNG item drops from coil v2, some people just don't have luck :/
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Will there be an Item Level Sync associated with this dungeon, or any plans to add it to any dungeon?
As the average gear levels of players go up, especially now with the ease of access of iLvl 90 gear, I'm finding that any given party in Duty Finder likely has members so overgeared for the content that it doesn't even require any genuine effort, and many mechanics can just outright be ignored. I recognise that a primary objective for this game's design is to have older content become easier over time, but the fact is that right now that lots of post-50 4-man dungeons are frankly easier than a lot of pre-50 dungeons simply due to 3/4 members being overgeared as hell.
I don't want to see these dungeons offering zero challenge from day one, essentially.
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How long will it take a i95 team to run through these dungeons?