I'll agree to tougher dungeons if and ONLY if these posers are not allowed to jump ship as soon as the dungeon appears.
I'd be curious whether the people clamoring for harder dungeons are the same people who DF-shopped for Brayflox' Longstop HM.



I'll agree to tougher dungeons if and ONLY if these posers are not allowed to jump ship as soon as the dungeon appears.
I'd be curious whether the people clamoring for harder dungeons are the same people who DF-shopped for Brayflox' Longstop HM.
I've always just directly queued up for Brayflox. Neglected the daily roulette bonus entirely. However, preferring brayflox over the other 2 had nothing to do with difficulty. It had to do with time. Brayflox could be completed in roughly 15-20 minutes. You could do 2-3 Brayflox runs in the same time as you could do the others.
As for the original topic, I highly doubt they're going to make the dungeons much more difficult than they currently are. Thing is, the dungeons themselves can be quite challenging already if all 4 players just meet the gear requirement. The problem just is that the gear requirement for the dungeon is not even remotely close to an endgame level. The 2.4 dungeons will probably be around iLvL 85 - 90. Whereas many endgame players will start off at an iLvL 108 - 110 mark which in no time becomes iLvL 115 at least.
There really isn't too much to be done against that. It are two levels of content which in essence are designed with 2 different levels of progression in mind. For endgame content there are raids. There are even savage modes included now, which is very likely something most of us here haven't cleared yet. And then there's dungeons, endgame content for those who don't really engage in raiding.
Time and difficulty are closely related, most times the hardest content tends to be more time consuming than the easy ones that can be speed-run, if any of the next three dungeons allows room for speed-run it doesn't matter if they add a Pharos HM, most supporters in this thread would go for the fast and easy one without thinking it twice.I've always just directly queued up for Brayflox. Neglected the daily roulette bonus entirely. However, preferring brayflox over the other 2 had nothing to do with difficulty. It had to do with time. Brayflox could be completed in roughly 15-20 minutes. You could do 2-3 Brayflox runs in the same time as you could do the others.
I'm sorry but OP request is impossible to fulfill.
Making a "hard dungeon" in the way you want it, with complex fights even with trash mobs, which will last until the next patch comes out, is the hardest content to create and balance, thus, taking a lot of development ressources.
So, if you're gonna invest that much in the creation of said dungeon, you want the vast majority of your players to be able to experience it... but here's the first contradiction: you can't have your hardcore-elitist-static-nolife AND your casual-pub players be able to finish the dungeon. This is not possible, the skill level difference is too big.
But, let's assume they can make a "hard dungeon" only for that elitist part of the players who want complex fights and some challenge in 4-man content... Two problems appear:
- If the reward is not up to snuff, even hardcore players will leave it behind and never touch it. They will do it one or twice just for the fun that comes from the first time doing it, and they will be done, back to zerging Hunt or whatever.
- If the reward is -really- good and is better than the current meta stuff they can have, then it makes the dungeon kinda mandatory to built up your gear... so, back to the "but casuals-pub can't make it", and you'll have the same problem that came up with Titan HM back in the day.
- If the reward is the same as the one that can be found by other means, then, like the first point, most player will just skip the dungeon and go for the easiest/more productive way.
Unfortunatly, there is no compromise to be found.
Only 8-man content similar to coil will be the only option.
Last edited by Fyce; 08-25-2014 at 09:11 PM.
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