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  1. #1
    Player Eidolon's Avatar
    Join Date
    May 2011
    Posts
    1,373
    Character
    Muhau Nbolo
    World
    Mateus
    Main Class
    Warrior Lv 90
    You know, who cares, I was thinking about that too.

    I'd like to see the 3 newest dungouns introduced every cap have a 'minimum' ilevel. Looking at 2.0...

    2.1: i70, rewards i80
    2.2: i80, rewards i90
    2.3: i90, rewards i100

    Basically... KEEP DUNGOUNS RELEVANT! This was big for me in other MMO's. I ran dungouns for gear AND tomes... But here, the gear is glamor, and the tones are the only reward....
    (5)

  2. #2
    Player
    Nestama's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    4,353
    Character
    Nestama Eynfoetsyn
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Eidolon View Post
    2.1: i70, rewards i80
    2.2: i80, rewards i90
    2.3: i90, rewards i100

    Basically... KEEP DUNGOUNS RELEVANT!
    I made that same suggestion some months ago, roughly before 2.4 came out. Don't recall getting responses on these forums, but elsewhere it was highly unpopular because people said the Tomes were the reward, or that people do not feel like doing dungeons that take more than 15 minutes to finish. Though I think I threw in the idea of trash mobs being a little difficult, so that may have been unpopular... though boss fights definitely need to be less brain-dead easy.
    (2)

  3. #3
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Nestama View Post
    I made that same suggestion some months ago, roughly before 2.4 came out. Don't recall getting responses on these forums, but elsewhere it was highly unpopular because people said the Tomes were the reward, or that people do not feel like doing dungeons that take more than 15 minutes to finish. Though I think I threw in the idea of trash mobs being a little difficult, so that may have been unpopular... though boss fights definitely need to be less brain-dead easy.
    It's quite difficult to NOT make bosses brain-dead easy. Too many mechanics means we're looking at it like T9 for every boss fight. Too much damage taken means that the burden is placed exclusively on the healers (meaning our outlook of healers adding DPS goes out the window), not to mention we place further psychological and stat/gear burden on the two roles that already have a small active following. One of the main effective workarounds is what we have now. The relatively low, yet somewhat unique, amount of mechanics for many of the boss fights. You don't want to overtune everything however, as you'll run into issues like with Steps. Honestly, dungeons deserve some sort of challenge mode to be implemented. Something that is completely optional, yet rewards well for dealing with Savage Coil level mechanics. It doesn't have to be the best of the best for everything, but definitely a worthy option. Like if we had challenge mode style dungeons rewarding i125 right now, with the content geared towards i120, so perhaps it wouldn't be an option for DF. There may even be a BiS piece or two for some classes there. Again, Coil tier difficulty, if not Savage.
    (1)