Rewards aside, dungeons aren't very rewarding
Silly title aside, here's what I mean...
* Dungeons are slower for experience than fate'ing or questing, especially after the first.
* They're more punitive to "worse" groups. I died four times in a Stone Vigil because the healer "forgot to heal", in his words.
* After a certain number of deaths to the same thing, all I feel is gil slipping away to repairs.
In my opinion dungeons should
* Provide more experience points
* Give considerably more gil to each participant and/or possibly not damage gear upon death.
A way to service both tanks and healers, who get dungeons fast, and dps who take a while, is for successfully completing a dungeon to give a buff that gives you 25 or 50% more exp for an hour, and make this buff not work in dungeons. Tanks and healers would accrue fast exp from doing the dungeons, which would make doing dungeons more appealing to tanks and healers, and dps would accrue faster exp outside, because of the buff they'd gained.
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Here, Pubsam2 says it better
Quote:
Originally Posted by
Pubsam2
Considering how much more time, social interaction and skill goes into dungeons vs. FATES, the [inferior experience rate] of doing dungeons is kind of incredible. Why should the dumbest, easiest, least fun aspect of this game be the best way to level and earn gil?
I wish they'd bring FATES down to the levels of quests and guildleves and make dungeons appropriately rewarding.