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  1. #91
    Player
    KingOfAbyss's Avatar
    Join Date
    Apr 2014
    Posts
    996
    Character
    Abyss King
    World
    Gilgamesh
    Main Class
    Paladin Lv 60
    Aurum Vale and Pharos Sirius HM o.O (if that can be as a blocker like Titan EX lol)

    I'm all in for progression.

    Even if I consider myself casual, those that start the game will experience from Sastasha NM, and progress from there. The only thing that change now is the jump from 50 to 90 instead of 70. (don't get me the 80 thing, as with Hunting for a few hours will neat you 200 allied and then your main will be full 90 already.)

    So yes, please make the game challenging, it's boring if it's too easy.

    If it's too hard, no worries: lots here will complain so that you can adjust lolol

    Oh! I don't want EX mode of the same dungeons. I love to explore a bit even if it's a new instance. Thank you. *Can't wait for new maps to roam the world, and to kill lvl 60 Mobs on it >.<

    Please, make a specific map with normal monsters lvl 125.. so that just to get your feet over there, you need an alliance
    (1)
    Last edited by KingOfAbyss; 08-25-2014 at 11:48 PM.

  2. #92
    Player
    Parz3val's Avatar
    Join Date
    Jun 2014
    Posts
    548
    Character
    King Adunis
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Idk I'd just be happy if the Dungeons in general required a bit more thought throughout.

    Make interesting trash encounters that take strategy, make us use bind/kite/slow/off-tank/one-ilm. There's enough cc overlap or diverse capabilities, you can design it in a way where players don't feel forced to bring a certain class. Sure, maybe MNK's one-ilm would be useful on this mob, but not break the dungeon so badly teams feel they need a MNK. This boss is harder without a Silence but the next without a strong Kiter, etc.

    Last boss of SV HM is interesting but still lacking, bc seriously all you have to do the entire time is hover on his flank when he's acting, keeping one eye on the other.

    SV EX ex. 3 of that boss, beefier with a new flank attack & they're Quick (attack animations & movement! They can now be slowed/stunned/ilm'd & 1 is invincible at a time. Even more (not necessarily all these ideas, I'm just having fun with it), mix it up by having the bosses fake you out sometimes lol. Perhaps some of his attacks Bind or Heavy or Stun you, keep that healer cleansing debuffs.

    Stuff like that, that would be a blast.

    Harder yes, but doable for all with practice & so much fun. More focus on progressing our skill as players isn't a bad thing.

    And ilvl sync would only harm the SCoB killers really, but I feel confident most of them would welcome challenging dungeons they can't simply train wreck (if the reward:time ratio were proportional or special rewards existed, perhaps simply add Allied Seal reward for these or same gear-look as current HM drops but +5ilvl & different color palette or dyeable).

    You could even keep these off DF for a time just like how the hardest Ex Primals are PF only.
    (2)
    Last edited by Parz3val; 08-26-2014 at 02:07 AM.

  3. #93
    Player
    RedAntares's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    256
    Character
    Vanilla Pancake
    World
    Hyperion
    Main Class
    Dark Knight Lv 60
    I like hard content like everyone else but let's face it, it wouldn't be easy to make a dunegon hard without making it really frustrating (old Pharos comes to mind) I don't mind the current difficulty of the dungeons as long as they are fun to complete, like Haulbraker Isle where bosses aren't super hard to beat but have fun mechanics.
    (0)

  4. #94
    Player
    Parz3val's Avatar
    Join Date
    Jun 2014
    Posts
    548
    Character
    King Adunis
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by RedAntares View Post
    I like hard content like everyone else but let's face it, it wouldn't be easy to make a dunegon hard without making it really frustrating (old Pharos comes to mind) I don't mind the current difficulty of the dungeons as long as they are fun to complete, like Haulbraker Isle where bosses aren't super hard to beat but have fun mechanics.
    It can always be made optional for those who appreciate a good challenge.

    Also, Old Pharos was mostly harder due to it being statistically intense for it's time, I think they could strike a good balance of going inbetween pre/post-nerf Pharos & focusing far more on mechanics challenge/fun.

    Statistical difficulty has its merits, but trash mobs with strong stats & little-no mechanics isn't very fun, it's just a method of forced slow-down.
    (0)

  5. #95
    Player Alukah's Avatar
    Join Date
    May 2014
    Posts
    1,475
    Character
    Alukah Bast
    World
    Excalibur
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Parz3val View Post
    It can always be made optional for those who appreciate a good challenge.

    Also, Old Pharos was mostly harder due to it being statistically intense for it's time, I think they could strike a good balance of going inbetween pre/post-nerf Pharos & focusing far more on mechanics challenge/fun.

    Statistical difficulty has its merits, but trash mobs with strong stats & little-no mechanics isn't very fun, it's just a method of forced slow-down.
    If they keep it out of the expert roulette it could happen, but then there's the question of who would do it.

    While you appreciate a good challenge, most of the so called hardcore prefer to do something where they can speed-run, leaving the instance as soon as they get something that takes any kind of effort or time, people care more about rewards than a challenge.
    (2)

  6. #96
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    the ilevel sync was asked before, but a looooot of player have say no because it will nullify the fact they have get stuff for destroy monster.
    anyway, the true trouble don't come from the dungeon, but more of what you get in raid, most of the raid stuff destroy all difficulty from the content.
    the last series of dungeon expert was asking ilevel 70.... when it's easy to get i100 stuff, how you want the dungeon to stay hard... even i90 stuff make it a joke.
    (0)

  7. #97
    Player
    skaterger's Avatar
    Join Date
    Mar 2014
    Posts
    455
    Character
    Joanna Selenia
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by silentwindfr View Post
    the ilevel sync was asked before, but a looooot of player have say no because it will nullify the fact they have get stuff for destroy monster.
    anyway, the true trouble don't come from the dungeon, but more of what you get in raid, most of the raid stuff destroy all difficulty from the content.
    the last series of dungeon expert was asking ilevel 70.... when it's easy to get i100 stuff, how you want the dungeon to stay hard... even i90 stuff make it a joke.
    Then make it tuned for i100+. There is no justification to create low level dungeons anymore for "new players". There is already an abundance of them (AK, WP, CM HM, Haukke HM etc) that newly dinged 50s can progress through. Look at tam tara, when it first came out it was considered hard, now first and second second boss just zerg down, hullbreaker the same, stone vigil is the only one with "interesting" mechanics, but really even the cannon fight is a gimmick. SE needs to know that the majority of their playerbase is at lvl 50, and with the new patch introducing i120 at the very minimum, they need to ramp up the difficulty.
    (2)

  8. #98
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Alukah View Post
    If they keep it out of the expert roulette it could happen, but then there's the question of who would do it.

    While you appreciate a good challenge, most of the so called hardcore prefer to do something where they can speed-run, leaving the instance as soon as they get something that takes any kind of effort or time, people care more about rewards than a challenge.
    It's the item level rat race created by the patches plus the fact that social ties are tenuous at best in dungeon runs. The weaker the relationship between the players, the weaker the content has to be to compensate for the fact they are already uncomfortable from dealing with strangers. Fear makes people act conservatively rather than creatively, thus eliminating the ability to push content difficulty.

    The game needs to encourage players to socialize more in the process of taking on challenges if we want difficulty to increase. To be honest, the game is way too solo friendly to be healthy in the long hall. The end game is feeling increasingly soulless with time.
    (2)
    Last edited by Fendred; 08-26-2014 at 07:26 AM.

  9. #99
    Player
    Parz3val's Avatar
    Join Date
    Jun 2014
    Posts
    548
    Character
    King Adunis
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    ^Skaterger gets it.

    @Alukah, there are methods of creating incentive. Like I mentioned, dropping dyeable variants of the HM counterpart gear. Perhaps tokens exchangeable for the Augmented AF Gear idk. Lots of ways. And again, they could simply make the reward:time ratio comparable/proportional.

    Also, it's a stretch to say "most hardcore prefer speed-run," there are plenty of hardcore where challenge=fun but also prefer a more intimate party-setting (4 vs. 8 man). Sure, most will speed-run as needed but when they burn out of that & get what they need after that nth run or have completed SCoB for the week, I'm certain there's a fair population who'd love 4-man challenge contexts.

    @Silentwindfr, similar to above, there's surely a fair share of the population who care less about utilizing the strength of their gear & more about challenge. Even if many said no, I'm confident this' a worthy suggestion for a strong chunk of the player-base.

    Furthermore, ilvl sync could even be an optional toggle for PF groups who desired to be challenged. There could be leaderboards for completion-time for fun, titles as rewards. Again too, OPTIONAL. People who don't like their gear meaning nothing can OPT OUT.

    Besides, there would still be plenty of places gear is utilized to it's mac potential (CT/ST, HM Dungeons, Primals, Raids, Trials).
    (0)

  10. #100
    Player Dwill's Avatar
    Join Date
    Sep 2013
    Posts
    915
    Character
    Elenath Lanthir
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by skaterger View Post
    Then make it tuned for i100+. There is no justification to create low level dungeons anymore for "new players". There is already an abundance of them (AK, WP, CM HM, Haukke HM etc) that newly dinged 50s can progress through. Look at tam tara, when it first came out it was considered hard, now first and second second boss just zerg down, hullbreaker the same, stone vigil is the only one with "interesting" mechanics, but really even the cannon fight is a gimmick. SE needs to know that the majority of their playerbase is at lvl 50, and with the new patch introducing i120 at the very minimum, they need to ramp up the difficulty.
    Agreed here. Not even Stone Vigil is challenging, heck the last boss is can be solo'ed by nearly every job. The amount of dungeon that are a walk in the park is much too high, there needs to be a few added dungeons that are made for people in i100+. It might actually make people get better at this game.
    (1)

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