They're incredibly boring, capping Soldiery is probably the thing I least look forward to every reset.
They're incredibly boring, capping Soldiery is probably the thing I least look forward to every reset.
They are fun. Just look at your own statement.We get lots of new four man dungeons but to me no matter what the design is, they just seem grindy, repetitive and done more for the rewards than for entertainment. Am I the only one who sees it that way?
Raids with 8+ people seem more interesting to me because there's more player interaction and each run has more variance due to different party setups, player skill, play styles and personalities.
It's the community aspect that brings the content to life and to me it's just not there in the 4 man dungeons.
You enjoy playing with 8 because of interactions. Meaning you can enjoy 4 mans if you interact with the others as well.
Just so you know, not everyone can play as good as you...

Some are fun, some aren't. Having more 8 players dungeons wouldn't hurt tho. What could be fun and what I would prefer to 8 players dungeons is to have dungeons with a system that would randomize the map, mob positions and bosses each time you get in (and why not a dungeon whose rooms would be moved from a place to another while we would be inside the rooms). I don't know how it would be received by the player but this would make people be a lot more on their toes and might even make dungeons a lot more fun as they would be, to a limit, always different so no run would be the same.



When they're first released, yeah. However, they make the dungeons too easy, very straightforward, there aren't enough mechanics to keep them interesting, gear drop rate is ridiculously low (tons of crafting items drop though), and they always dumb the difficulty even further ASAP if there is any sign of difficulty and take all the fun away from them. RIP Amdapor Keep and Pharos Sirius. They're intended to be mindless grinds.


Anybody remember Tam Tara during Beta? That was enjoyable. Multiple treasure rooms and extra mobs, even Bokman from the second guildhest was in that dungeon. I was so disappointed to see those changes simply to dumb down the dungeon. Took an hour for 4 freshly new people to learn and fail, only to come back and beat it in 20 minutes.
I miss dungeons like Beta Tam Tara. Even Totorak had optional bosses and even an extra objective for another treasure chest (not get hit by a single flesh pod)
I haven't done a single dungeon since hunts were implemented.

Dungeons are too quickly out-geared for them to remain fun. Rather than dungeons been seen as prep to getting into EX Primals or Coil, I'd like to see a dungeon that atleast doesn't put me to sleep when running it. Adding somewhat random encounters into existing dungeons might also make things more interesting, sort of like a Wanted Target in a leve people might explore and check around a bit more than the Point A to Point B rush we have now. Dungeons definitely need tuned to be a little more challenging to even average players, won't act like I'm pro or something but even with just a few pieces of myth these dungeons quickly become a joke.
There's no real strategy aside from round everything up, aoe murder, move to the next group.



I love the heck out of 4 man dungeons, especially the newer ones. They are nice to unwind and run through with lesser geared/lesser skilled friends or good-natured DF people since they aren't too stressful. It only gets grating when you have to run them a ton of times. I think more higher difficulty 4-man stuff would be fun though.
Also this. Having to watch enemy movements and the environment instead of the Focus Target bar is a lot of fun.If we had more like Stone Vigil HM's final boss they would be less tedious.
Completely agree with this. There lies the biggest problem (IMO) with dungeons. Rather than adds dungeons and expanding on the variety available each patch, they add new ones and nerf the set that was new from the patch before. There could be 9-12 dungeons to choose from with the same rewards (could even make it 6 at expert and 6 at high if they would rather). Instead they just replace, nerf, and drop the rewards from the old ones (stones, etc.) making them less attractive to do. This treadmill of content just adds to the repetitive nature of the dungeons themselves by making it so only 3 are at the top at any given time.
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