With bigger rewards that only you guys gets, no less, uh? Nice.
With bigger rewards that only you guys gets, no less, uh? Nice.
im just offering you the other side, everything is beautful when you have a static. Try to put yourself in the others place and see what it is like.
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.
Basically what the 10% of elite raiders are saying here is that they want to take the pve content away from the 90% casual player base and make it so hard that its impossible to complete except for the 10%. Plus you want ilvl sync so the casual 90% player base also has no meaningful progress in their mmo. You guys have to get out of your elite hardcore bubble and realise that the majority of the player base only has dungeon capping and ct/st for pve content and you still want to take it away from them and basically say you get nothing for pve.
You people talk about the average player, the 90%, those without static as if that has anything to do with 4 player dungeons. The 3 new dungeons we got with 2.3 were completely useless. They were too easy for everyone, the hardcore and the casual. A dungeon without a challenge is pointless, serves no purpose. Is content that is there only for grinding tomes. As such it is boring content for everyone.
Last edited by Edli; 08-25-2014 at 07:49 PM.
As soon as there is some relatively harder dungeon than others the players start to whine about how "ridiculous" it is. SE dumb down the dungeon and "give us harder dungeons" show up in forums.
As I see it the Syrcus tower and last 3 hm dungeons were designed with thought to have something not that hard but at same time something that would force the braindead people to finally learn at least some simple game mechanics. So, yeah, SE tries to make the game playable for all type of players but at same time they try to force players to get better too.
My favourite is Stone Vigil HM - still can see ilvl 90+ tanks ragequit when healers heal them just enough to not get all mobs on them, dumb dps with Novus that can't even use simpliest combos etc. Most fun is last boss - it require you to walk around it and kill it, haven't seen easier boss mechanics yet they are "ridiculous" for many people.
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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