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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Claymore65 View Post
    Or they could just replace "Expert Roulette" with "Level 60 Roulette" entirely. Problem solved. Instead of burning yourself out on two specific dungeons, you'd have 6 or so in your roulette. It would be a really simple change that would reduce burnout significantly.
    I'm sure someone would complain about disproportionate rewards/difficulty, though I guess you could see an ilvl cap on each dungeon to compensate for that.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #2
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Duelle View Post
    I'm sure someone would complain about disproportionate rewards/difficulty, though I guess you could see an ilvl cap on each dungeon to compensate for that.
    Nothing would be disproportionate if all the dungeons in the relative roulette were relative to each other. The way it is now, there is nothing "expert" about the two dungeons. If expert entailed the level 60 dungeons, but kept it at say, min-ilvl, it'd be a proper challenge with appropriate rewards.

    Quote Originally Posted by Thayos View Post
    The last two bosses in the new Ampador dungeon are just... laughable. The final boss' big move is to... cure himself a little bit. ???? What's the point even?
    The undertuning of mechanics are also what bothers me. Even to put it in perspective, cure III on that boss only heals them for about 3% if it actually goes off...mind you that this boss already has less hp than a typical boss to offset the fact they have 2 raises.
    (1)
    Last edited by RiceisNice; 04-09-2016 at 05:06 AM.
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  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by RiceisNice View Post
    Nothing would be disproportionate if all the dungeons in the relative roulette were relative to each other.
    I'm talking about specific dungeon "level". Neverreap is not on the same level as Antitower, for example. If we were to unify the roulettes, you'd be getting the same reward for Neverreap as you would for Antitower. So you'd have i230 players plowing Neverreap into the ground if they get that via roulette while they'd do Antitower at the expected pace The reward could still be 35 Lore + some esoteric tomes, but because of the way both dungeons are tuned it'd make the reward feel disproportionate.

    This is why I mentioned one way to do it is to enforce ilevel caps if they were to unify the roulettes. Set the DF algorythm to take player ilevel while measuring it against the required ilevel for dungeons and go from there.
    Quote Originally Posted by Thayos View Post
    The last two bosses in the new Ampador dungeon are just... laughable. The final boss' big move is to... cure himself a little bit. ???? What's the point even?
    That's likely to hammer on the fact that Amdapor is all about that white magic, yo. Specially that last boss seems like a not-so-subtle preview of what WHMs might be getting going into 4.0. If they don't get Reverse at the very least, I'll be honestly surprised...even if it throws my Mystic suggestion out the window. :/
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Duelle View Post
    I'm talking about specific dungeon "level". Neverreap is not on the same level as Antitower, for example. If we were to unify the roulettes, you'd be getting the same reward for Neverreap as you would for Antitower. So you'd have i230 players plowing Neverreap into the ground if they get that via roulette while they'd do Antitower at the expected pace The reward could still be 35 Lore + some esoteric tomes, but because of the way both dungeons are tuned it'd make the reward feel disproportionate.
    /
    That's why you keep it to the minimum ilvl specific to teh dungeon. Neverreap at minimum ilvl wouldn't be necessarily easier or harder than antitower at minimum ilvl
    (0)
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