



or there will be people complaining it is too hard, but so is the nature of mama's boys. the whole game has been made for the people that can't put one foot in front of the other and it's time they added something for people that brings some kind of challenge.Logically, these will most likely be easy 'starter' dungeons. They've confirmed they will be raising the level cap, so rank 30 and rank 50 dungeons will most likely be toned down to suit better to beginners. I doubt experienced MMO players will be challenged during these events, unless there are some serious balance issues; considering the new battle changes, this is entirely likely.
I don't imagine there will be any truly spectacular events within these dungeons, aside from the garlean prescence alluded to by the Grand Company page, I am hard pressed to find any reason why these dungeons will be an important part of FFXIV.
For the moment though, they will be the endgame. Hopefully they satisfy the broadest majority of players and keep them playing. No doubt there will be flame threads attacking SE for not making it hard enough, but so is the nature of 17 year old basement monsters.
http://crystalknights.guildwork.com/



What I want it to be:
A dungeon where you can focus on sections during the week, like how WoW does their raid dungeons. A dungeon with set amount of difficult bosses which take a fair amount of strategy to take down, while mobs to fight in between. Dropping all sorts of incredible class specific equipment and awesome looking new weapons. Not to mention, a kick ass story and quests with rewards to go with it.
What it will probably be:
A one hour dungeon where you run through, sneak past enemies, and fight bosses you can spam attacks on. The drops will probably be decent, but lacking in what people were looking for in dungeon loots.
But that is me being a jerk, I hope to be surprised. :P


I am expecting a day-one-clear dungeon with stupid hour to day restriction to buy them enough time for the next patch.
but i dont mind being proof wrong.
After reading the thread where the mod confirms that SE has no damn idea if beastmen coins will ever serve a purpose my expectations are very very low. Beastmen coins would be so easy to create some ingame events/content/BCNM/purpose for these coins that have been in the game for so long. Thanks for letting me collect something and use like 10 slots of my inventory on that may or may not have any value. You guys rock.
I have 8 crafts at 50. All I did was watch T.V. and spam standard for easy mode synths. Enjoy leveling those crafts in 1.19 and beyond everyone!


This boggles my mind. How can something like this slip past the developers? This goes to show just how disorganized the team really is and why the game was launched in it's state.


Honestly I think the answer we received in the Beast Coin thread was simply a cover so they don't hint towards the true nature of their plans. It's easier and more believable to say "we aren't sure yet, it's a 50/50" than "no comment" and have people speculating like crazy.
These items will do something, they just don't want to tell us what it is because that will affect their economic impact on the game LARGELY before the "purpose" is ever actually released. Essentially they don't really want more than a few smart players to have built up a massive stash of these items and then be able to use them all on the first day of content release and become some sort of God.



There is way too much expectation in this thread lol. Dont blame you guys but I feel some are going to get seriously upset XD
I'm hoping the dungeons will be something like Nyzul Isle, but will also provide decent XP.
What I want from dungeons:
-Difficulty
-Numerous waves/stages of enemies that must be cleared in order to reach the boss (a boss that is so difficult, that the use of items/food would be necessary to have a decent chance of victory).
-Good gear drop potential from end bosses
-DIFFICULTY
-time limit (with extensions based on performance) I don't want dungeons to be over too quickly, but I also want there to be a sense of urgency. Solid teamwork would be required to reach higher stages and the boss.
-A point system, which would eventually allow you to acquire rare/ex gear (Einherjar)
Points would be awarded based on the level reached/boss killed. Points could also be exchanged for powerful, temporary items that would give you an advantage in the dungeon.
-Random encounters/enemies/events. This should be an adventure, not something that you can simply look up on wiki and follow a guide step-by-step.
-Optional Challenges! If you accept the challenge you place certain restrictions on your party (lower health/mp, no items can be used, weapons skills can only be used in BR, etc.), but you increase your point gain/drop rate. This could be done on a floor-by-floor bases.
-Should require a good party setup! Unlike leves, a tank and healer should be a MUST in your party build.
-Interesting enemies: 'Blood-agro' undead, Chigoes (Yes, the cool ones from FFXI), and things that you simply want to avoid. Those are the mobs that belong in a dungeon. Sneak & Invis anyone? Those should be a must for some dangerous mobs.
-Ability to rejoin the party after a DC. How much does it sting to leve-link & GA Dunes/Ranine, only to DC a moment later? I am hoping players will be allowed to join back into their party without penalty after a DC.
-EXTREME DIFFICULTY (maybe an option to play at a lower difficulty, but with a severe reduction in drop rate)
Poisona, Silena, etc? I almost forgot I had them! Please make them important in dungeons. Give the DD's some form of crowd-control (sleep/bind abilities) so the mages don't hog all the fun.
I am really just hoping these dungeons give me a reason to log-on.


The expectations bar has been set fairly low for me based on previous experience. I'm not expecting much at this point. Anything beyond an utter failure of a patch will make me happy. Hell, a couple instances with several mobs and some new NMs would actually do the trick, assuming the gear at least looks cool.
you know they could always incorporate the leve star system into dungeons. You have the option to do the dungon on a 1,2 or 3 start to get your feet wet, but perhaps the difficulty and the possibility of good drops only come on the 4-5 star dungeon. And I'm not just talking about increasing the level of mobs. perhaps higher star dungeon could have extra waves of mobs, or different mobs all together.
just thinking out load, still have a month tops to fantasize what these dungeons will become. lol
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