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difficult dungeons
What I would like to see are dungeons that require high end gear top run. Offer a bit more tome rewards. Put it in a roulette that shares a cd with the expert. Kind of like savage coil. I just feel there b needs to be more difficulty in a smaller scale
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Hmmm... This could prove interesting. Extreme mode dungeons. Offer a finale to their stories and good loot that isn't materials.
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Something to build skill as well for players who aren't coil ready, mentally.
Like now the cap Item level is 130. Make these dungeons 100-110 and drop loot at that item leve and lock it on e per day. Or just give bonus soild. Tomes.
Honestly I just want the challenge when not running coil or primals. Forming for even 2nd coil and primals can take a long time as well just to get in and people rage for it not going well. At least this would be a faster way to run something at a level of difficulty that may provide a challenge.
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Extreme mode dungeons. Beat boss, get a piece of meat. Please look forward to it.
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I would rather see a sliding scale of difficulty on current dungeons (similar to leves) when the party leader of a full team "ques" for duty. With impact on soldiers/poetics, but not necessarily gear. Current difficulty levels should be the baseline to deviate from.
This could be accomplished easily by a slider:
1: Synching gear; for example on BF:HM, from 110 down to 40(?) for max difficulty.
and
2: Reducing the time limit to complete the dungeon.
Currently AK runs with 4 peeps maxed at 110 takes like 14-16 minutes. I wonder if those same 4 peeps could do it, synched to ilvl 60, in 25? Of course this means end-loading the bonus, so parties dont do "first boss" runs for poetic farming.
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That would be enjoyable too. But I would like to see something new or at least make one of the new released dungeons directed to the end game community.
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Aside from mechanically difficult bosses, the dungeons could do with some mechanics outside of the boss fights.
Let's use Amdapor Keep Hard Modes potential trash room between the first and second boss. The room is a linear pathway, BUT, the walls are all Demon Walls. There's a Lamb of Dalamud Priest standing at the end of the hallway who awakens the walls as well as summons a barrier to keep players from running through when they make it to the end.
That's not all, as there are mobs on the way to said Priest, with each group containing one unique mob that makes speed running the worst idea possible (it's also stationary). Should the party try to do the usual "grab them and then move on" strategy, the stationary mob will use 'Draw-In' on the entire party, which will also throw on a stackable Heavy debuff (three stacks will cement the party in place until the group of mobs are destroyed).
To make matters worse, players can not focus on killing the stationary mob first, as the group around it will instantly cast a Raise type spell on it (so if a party decides to kill it first and then pull the rest of the mobs to the next group, the other trash will revive the mob, which will then pull the entire party back to where it died). While you're fighting these mobs, the Demon Walls are constantly attacking the party with Murder Hole, while also slowly covering the floor with that purple goop we're all familiar with. And to be mean, the stationary can use Repel, which it will instantly follow up with Draw-In and then a Gravity spell.