I don't think regular dungeons are meant to have hard or even that challenging, that what raiding/EX primals are for.
I don't think regular dungeons are meant to have hard or even that challenging, that what raiding/EX primals are for.
Hey, I'm all for a bracing level synced AV every now and then to clear out the pipes, but if someone's spent this long into the game refusing to do it once and missing out on all the perks that come with GC 2LT, well... best to just unsync and get it over with, like ripping off a Band-Aid![]()
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Now I've seen it all, someone complaining about trash pulls. Arbitrarily raising the HP of trash to artificially extend the time you spend in the dungeon a fun game does not make.
I think the new dungeons are great. The meat of the dungeons is in the bosses and the boss mechanics, Great Googly Moogly stands out in particular especially the second and third bosses. They are a little more cerebral than just dodging aoes. Always fun seeing a new player get imped and flail around panicking.
Once upon a time they were, otherwise Titan HM would not have been a thing.
I think the problem is creating a dungeon that is hard and challenging without it also being punishing. A lot more people would be happy with hard dungeons as long as they are not considered punishing. Not sure how to strike that balance though.
Yeah...but....OK, get the GC rank, and then come back later to satisfy the itch of a level 47 dungeon that remains unbeaten - since completing it unsync'd is not really beating the dungeon, merely completing it.Hey, I'm all for a bracing level synced AV every now and then to clear out the pipes, but if someone's spent this long into the game refusing to do it once and missing out on all the perks that come with GC 2LT, well... best to just unsync and get it over with, like ripping off a Band-Aid
Last edited by Kosmos992k; 10-05-2016 at 04:25 AM.
You're asking for a item lvl 210 dungeon to be hard for item level 240-250 people.
Please acquire common sense.
I don't think it's necessarily difficult as in, hard to do. It is challenging, though; you do have to keep on your toes and can't just go braindead the dungeon. I don't find any content particularly difficult once you get the hang of routines (and let me tell you I love my routines), but it's a dungeon where you can't continuously fuck up and still get through effortlessly, unlike Gooball Library Hard.
Yeah Gubal and Xelph are both incredibly easy, it's the same as AntiTower and Lost City (hard). I don't understand why the tuning for these dungeons is done to this level of easy.
What gets me is Yoshi's interview before, where he said things like
The adjustments to the 2 new dungeons are already complete (note: this interview took place before TGS). Since the item levels are being refreshed, it may feel harder than the 3.3 dungeons at first. With the 3.3 dungeons, they were released when the item levels of players were already high, so it felt easier from the get go, but this time you'll be challenging it with a low item level and of course you'll be able to clear it, but we made it so you start to get what's going on as you go, and the clear times become faster and faster as your item level goes up. Please take careful steps on your first visit and go full-out.Quite literally, someone can mass pull and I can just afk and let Eos heal it.Q. Is it risky to pull them all at the beginning?
A. I think it'll be dangerous (laughs) I'd prefer tanks to advance carefully.
Last edited by Kaurie; 10-05-2016 at 04:40 AM.
Please, no. Give the enemies interesting attacks, sure. But don't just beef them up with HP and damage.
Their lack of any interesting attacks is what makes them a pushover once you've geared up.
I agree in premise, until they put out a dungeon with mobs that do no damage and have low HP. Perhaps they need to have higher HP, higher damage AND interesting mechanics/attacks.
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