No thanks, dungeons are boring mindless grinds.
We need more open world content. Duty finder content should be easy. I don't want more instanced content that 95% of the community can't complete.
No thanks, dungeons are boring mindless grinds.
We need more open world content. Duty finder content should be easy. I don't want more instanced content that 95% of the community can't complete.
All the open world content they've implemented has been either a mindless grind (FATEs, Hunts), or is basically ignored by the playerbase at large (Beastman dailies, sightseeing log). In my opinion they seem incapable of developing worthwhile content that exists outside of the instance "bubble"
We probably won't see any open world stuff till the first expansion.
Pharos Sirius wasn't hard, the stats of the gears people had at this time and the stats of the monster was making it hard. when you make a content that become harder because you are overgear, but refuse to put an ilevel sync... you can't hope people to stick to it... without forget the reward was litterally craps! most people was in i70-90 already when it did come and was rewarding with i60. we can complain that people look for shinies, but it's human nature and can't be avoided.
i think they care too much for the new player and make decision that are weird and create this sort of situation... if they don't want to have trouble of overgear... put an ilevel sync.... they have it already! everything will be solved and they will be able to make content with a challenge more balanced than what we have right now.
Even if dungeons are harder people will not do them for the trill of harder content. If there isn't a reward attached to it people won't do it. Not sure what type of reward the dungeon can drop, but something that will appeal to everyone.
i will be blunt, if it was me i will have make the expert dungeon on par with Raid difficulty (not the dance type tough)
Yoshida and it team care too much for the player and are scared to be a bit rough with them, leading them to a situation where the skill in dungeon is useless (since gear destroy the difficulty)
i think that they need to offer multiple progression, i means by this different place where you can get different hard challenge. like have dungeon at 4 that will be challenging and offer reward depending of it. instead to have only the raid as end game, to have different endgame, variety can offer a lot of freedom for the player.
Yes, there should be harder dungeons in the game, but if it's not just ilvl increase, then it has to be done the right way... It shouldn't require you to be in a static to beat the damn thing, it should be challenging, but you should be able to PUG if the players are somewhat good. You might die a lot, but it shouldn't be like a "dance contest" (Coil)... Lets leave that to Raids.
The biggest focus should be on the trash mobs IMO, specifically to stop people calling them "trash" mobs... It shouldn't be too hard coming up with something that is actually fun, engaging and challenging.
As for the incentive to do them, while keeping them optional... Well, there are many ways you can do that really. It could some token to "upgrade" your gear somewhat, but just by 5 ilvl's, which is good enough for actually wanting to do it (me at least), but small enough of an upgrade that it would still work as an optional path.
As for ilvl sync like some have suggested... well, first off it would only fix the ilvl problem, not difficulty in the content itself. Second, who wants to do content and never feel the improvement you get from gearing up? The content shouldn't become a steamroll, but you should still see the difference. With more skill based content, ilvl might not make it much easier either, so it works out in that regard too.
I still think the normal level 50 dungeons that gets added, should have a higher ilvl requirement to start off, then after that, they can think about something like extreme mode dungeons.
Also, how could people think Pharos was hard? That's just beyond me...
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