I think a community poll voting system would do wonders for this game. It sure would clear up who wants what playerbase wise, instead of the few hundred people on the forums day in and day out.


I think a community poll voting system would do wonders for this game. It sure would clear up who wants what playerbase wise, instead of the few hundred people on the forums day in and day out.



All HP of mobs was reduced in both Pharos and Amdapor Keep. The problem wasn't necessarily that the two dungeons were hard though. It's that the other options in the same class (Wanderer's Palace, after we got more dungeons and Amdapor was scaled down, and Haukke/Copperbell HM) were significantly easier than the hard ones, thus creating an imbalance in the Roulette category (and the rewards for the two harder ones, since they gave the same things as them).
If Pharos had been a dungeon in its own category, it wouldn't have necessarily needed to be nerfed. Amdapor Keep survived in its harder form for all of 2.0 (it was nerfed in 2.1) because it provided more Mythology tomes than Wanderer's Palace did (and in fact, it was originally the only source of them—they weren't added to WP until later). Amdapor was nerfed in 2.1 so that there were more options for fresh 50s to get Tomestones.
FFXIV/Glamour Blog
http://www.fashionninjutsu.com/
"raids" ... there are only 2 RAID instances in this game - you are asking for hard 4 man dungeon content because 8 is already too hard to form a group? How about just make solo "raid" content then you won't have to worry about organization at all.
Honestly this isn't the only problem. The simple fact that every piece of gear is replaced every 6 months and content becomes irrelevant hurts this game. What made FFXI great was that even though there were always "better" pieces of gear there were still choices as to what you could get and it didn't make old content irrelevant (They killed that with abyssea, which is what caused the downfall of FFXI imo.)
There are literally no gear choices, unless you do Alexander Salvage, and even then the choices are minimal. More interesting low man content is definitely needed, but the whole "more ilvls makes things better" idea needs to be changed and allow most customization in gear choices and how you play a class. With each class only really using three or four stats kinda makes SE's options of doing that very difficult until 4.0 sadly though, which is resulting in a lot of people losing interest, especially the players they need the most to pay the bills. I, myself, am considering letting my account run out in March because I only get on to run expert, do Vanu quests and then log because the game bores me right now. The only reason i get on is because I don't wanna fall behind.

Thats about the most elitist thing I have ever seen. Just don't put it on DF, but every server should be able to PF it like everything else.I do think if they create Savage dungeons (or some other type of difficult 4-man content), they should restrict them to the raid-servers (thus not allowing them for general DF queuing until they're "outdated").
They should be positioned, like 8-man raids and EX primals currently are, as content meant to be done with pre-formed groups. That would, hopefully, get the message across that they aren't intended just for randoms to get together and do, but for focused, premade teams.
Assault was fun in XI.



Srry for recent post, tried to check something.
Anyways, have any of you played Cladun X2 before? In the most used mode in the game, Rangeon, you can explore a randomly generated dungeon that give bonus to loot, money, and exp as you go on, with gates that you can find to ascend a level, or decrease it (in case the current one was hard, they appear randomly though in each dungeon). There's also hidden gates that can boost your points or lower them, including sending you straight into a "Hell Zone" making everything a nightmare with extremely buffed enemies and an evil death eye thing chasing you, but you get a massive stat increase if you beat it and return to the normal or heavenly areas.If dungeons can be extended in longevity, replay-ability, scaling difficulty, maybe additional rules, more diverse paths giving you a new spin on your dungeon run, that'd would be awesome-sauce.
Last edited by Kurogaea; 01-07-2016 at 02:36 PM.
I was talking to a friend of mine about this the other day. While Abyssea did kill it for a bit, even now, XI is really pushing to keep gear relevant. Gear you got 5-10 years ago, you can STILL use, and upgrade to better pieces that can match or even compare to other 119 pieces currently in the game.Honestly this isn't the only problem. The simple fact that every piece of gear is replaced every 6 months and content becomes irrelevant hurts this game. What made FFXI great was that even though there were always "better" pieces of gear there were still choices as to what you could get and it didn't make old content irrelevant (They killed that with abyssea, which is what caused the downfall of FFXI imo.)
Yes. XI is different because you NEED multiple pieces of gear in order to perform at your max potential, but that doesn't mean XIV needs to rely on 1 or even 2 gear sets every large patch. Why isn't there options of gear? Why can't we do a long, relic-like, quest-line to upgrade previous gear/content pieces without just using it for glamour? If they're worried about people getting gear too quickly then why not make it a little grindy like the current XI armor upgrades and keep other pieces of gear from Tomes like 5 levels higher. So, you can still do the 210 weekly tome grind BUT still improve your character to 205, by doing extra more grindy quests.
I understand they don't want to turn this game into XI where people spend hours, and hours doing content to improve their character, or get that last piece of gear. Currently, this game, you can log on once a week cap tomes and never log on again and STILL be caught up on gear for the next patch. The tome system is horrible. I don't like it, I will never support it. You do LITTLE amount of work a week and can be in tip-top shape. You honestly don't even have to play this game much at all to have almost the same gear as someone who plays every single day. At the end of the day, if you are doing Alexander Salvage, there are 2 gear sets to work to improve your character. 3 if you want to include Void Ark.
On XI, there are 3 sets of different types of Artifact Armor alone you can get to 119. That's not even including ALL of the other gear sets at 119 you can get to improve your character. XIV relies too much on a player having multiple jobs to keep interest and forces us to play repeated content over and over again with little to no variety, while XI has hundreds and hundreds of options. Hell, even before XI turned into what it is now, whenever they introduced expansions they had LOADS of content, not just content that feels like a game minor patch.
4 Man content is doable and welcomed, but stop adding content that makes players back track. Adding 185 gear into a dungeon set where nearly everyone who has kept up til the patch is 190 is a step back. Give us more gear worth working toward getting, and stop relying on weekly lockouts to keep people from gaining gear too quickly. It's obnoxious especially when you add gear "catch up" patches anyway. (which I'm perfectly okay with)
Last edited by Zephrey; 01-07-2016 at 03:07 PM.
I'd love to see harder 4-mans! Whether that's original 4-man's, "Extreme Mode" existing 4-mans, or dungeon achievements that require you to make the fight 10x more difficult to obtain them.
The last two couldn't be that hard to do, right?
Also interesting trash that's more than just AoE mobs. Something you HAVE to stun, mobs that can't stand together in seperate groups(so you can't pull them both, or if you do by accident you'll wipe), a mob that drops a healing totem you have to kill, mobs you have to tank near something(Dzemael Darkhold immunity crystals), mobs that do a chain lightning effect so you can't stand near your teammates, DoTs that actually matter, mobs that take reduced damage from AoEs but have to be killed within 5 seconds of each other. These just require you to pay attention instead of watching Netflix.
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If dungeons can be extended in longevity, replay-ability, scaling difficulty, maybe additional rules, more diverse paths giving you a new spin on your dungeon run, that'd would be awesome-sauce.




