
I don't see why they couldn't just add a Light Party version and a Full Party version for later dungeons. Personally I hate Full Party and Alliance stuff - and very, VERY rarely do them - but I know others who live for that kind of stuff. No need to punish anyone for their specific playstyles.




http://forum.square-enix.com/ffxiv/t...=1#post1911521GW: You mention that Sirius was too hard, but for new dungeons that are planned for release in every patch, like this Sirius and hard dungeons, how is the difficulty set when making these?
Y: We think of these as place where you can farm.
GW: So it’s somewhere you can go once a day without worrying too much?
Y: For example if there are drop items, there is gil, and if it’s for second character, you can use the gear drops from there, also it’s one of the options for collecting Allagan Tomestones so it’s set up to be used with the Duty Finder. You can match through Duty Finder and as long as you know, understand the strategy you can run through them without much trouble, at start it’ll take about 40 minutes but once you get used to it you can run through them in about 20-25 minutes, we have it set so it takes about an average of 30 minutes.
So when you go with that, the boss difficulty for Sirius was too hard. The hard part was that the healers needed to constantly keep everyone HP topped off or they will get charmed and couldn’t control, it was hard to tell it as well. Then you got the trash mobs and the boss charging through at the same time, all of this coming at the same timing so for that one it brought out the bad personality for the person who was in charge of that dungeon (laugh). For that place if you take away the amount of waves, and lower the hit points on the trash mobs, and take away where it stacks, it should get much easier.
For Sirius’s boss, you had to clear every step to clear the boss, and there wasn’t much freedom. When you compare that to the amount of tomestones you can obtain, and amount of time it needed for clear, it was too much, the logic is there and it’s good, but there was a mis-match between the dungeons goal and difficulty.
Last edited by Felis; 03-23-2014 at 02:31 AM.
I asked the exact same thing sorta. Why can't we have 4man and 8man dungeons? Why don't we have 8 man dungeons that take you on an adventure and exploration while keeping it doable for 8 players. I think the current 4 man dungeons would need to be made longer not harder to satisfy this requirement. 8 man should take longer to clear than 4 man and because of players time maybe that's why we don't have any 8 man besides ultra fast coil for 1 hour and face roll ct for 30 minutes.
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