
Realese of Potd proven that traps are jokes and Potd is joke in matter of difficulty.
Also NO to your tomes, i dont need tomes, i need challenge.

Trap are joke ? Tell that to the healer
Also do not fall in the same mindset of 90% of the player
PotD seems like an easy content
But everyone forget that it's only 1/4 of the content with the easiest part
I do expect real challenge from 100 to 200
...
You need challenge go have a test of savage

1. i am the healer, its braindead easy and i dont really have hope for top 100 levels.Trap are joke ? Tell that to the healer
Also do not fall in the same mindset of 90% of the player
PotD seems like an easy content
But everyone forget that it's only 1/4 of the content with the easiest part
I do expect real challenge from 100 to 200
...
You need challenge go have a test of savage
2. cleared savage like 3 months ago

But now Savage is dumbed down. The reason is there isn't enough stuff to ease people into harder fights. You used to get either get face roll easy, or actual quality challenges. Now you get face roll easy, or kind of a challenge. Adding higher difficulties for dungeons wouldn't take too much money. The art assets are the same, and you would simply add maybe a couple mechanics. It would go a long way to smooth out the progression of difficulty of the game to help teach players their jobs. Which would make it so they didn't have to neuter savage.

With the way palace of the dead is designed, I highly doubt it. It only has a chance if they design floors 100-200 for a 1 tank, 1 healer, 2 dps set up. If it is designed for 4 dps to be able to clear it again it will be a joke no matter what as long as you have a healer, tank, or both.
Try it again with 4 DPS on a no-regen floor and see if you don't care about having one person scout ahead to clear traps.
And why shouldn't the reward be proportionate to the difficulty?
And if number tuning is a good enough start, why not just allow players to run minimum ilvl and undermanned parties (to a cap of player choice) even via duty finder and receive bonus rewards based proportionately on the difference between their highest ilvl job and the minimum ilvl used for the instance, to a cap or following whatever non-linear exchange rate people would find balanced for time (including effort) vs. reward (including fun), or split the empty slots' share (+ a small further bonus), respectively?
Personally, I'm just hoping for means to make challenging versions of various dungeons relevant again, instead of being limited to two dungeons per patch.
Last edited by Shurrikhan; 10-02-2016 at 02:24 PM.
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