try it in ilvl 80 gear. It was both hard and unforgiving...well, it was unforgiving if your tank didn't stop tummult in phase 3, and if your group didn't know to stack correctly, or how to follow the sequence of bombs...
Alright, lets have another Pharos Sirius, Aurum Vale or Steps of Faith..Oh wait.. People complained after they a few people said we want harder dungeons. Well we got them, then they got nerfed as people complained. This community does not know what it wants and I hope Square Enix designs content and sets the difficulty they want unless something is horrendously overtuned.
I did do titan HM and titan EX when it was new and relevant content.
I figured you probably had based on your forum join date.
Ah well, I'd just like for there to be some challenging content that is not punishing. That said, I'm no where near ilvl 240 at the moment, for many reasons. However I'd really like for there to be some actual challenge to the content when I get to it.
Player
I don't think average LV 250 is a general condition. As a DPS in LV 220s, I can still find others with lower gear LV as well as their DPS in the light party dungeons.
These days I've met the team capable to skip certain mechanics only once. As for others, the biggest problem is "killing slowly". No wipes on the bosses yet, but it's rough enough with a slow killing. Maybe you're right, the dungeons are too easy for "some" people.
I agree that we should have more challenge in dungeons, and level sync is a good idea (suggest 230~240 for Gubal Library Hard). Another thing I ask is, should we have the gears in treasure boxes with a higher LV? As we can obtain 230 easily, it seems meaningless to pursue the 225.
Last edited by Dragon_Sanders; 10-05-2016 at 06:52 AM.
I would really appreciate dungeons that are harder, they're a snoozefest even on your second time through. I don't want Aurum Vale, not because of the difficulty, but because it's tedious. I want oldschool AK demon wall type shit back.
Oh and making speed runs a thing again, I miss those to some extent.
I enjoyed running both of these dungeons for the first time.
I will not enjoy running them the 40th time, and will enjoy it far less if I have to waste time killing trash mobs with bloated HP pools.
A good example of this I'd say are Brayflox and Stone Vigil. Neither are punishing, but when you're leveling, they are both an alert check. For whatever reason, the 60 dungeons have all seemed to lack any sort of difficulty.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.
This is something I've hated the devs started doing: gating pulls because they don't veteran tanks to pull the whole room. It feels artificial and makes the whole dungeon tedious. Antitower was particularly bad about it, though Hullbreaker Hard isn't much better. Either make trash mobs hit hard enough so massive pulls because incredibly risky or let us speed things up.I would really appreciate dungeons that are harder, they're a snoozefest even on your second time through. I don't want Aurum Vale, not because of the difficulty, but because it's tedious. I want oldschool AK demon wall type shit back.
Oh and making speed runs a thing again, I miss those to some extent.
Last edited by Bourne_Endeavor; 10-05-2016 at 08:33 AM.
That's the contradiction though, challenging but not punishing, is a very tight line to walk as well as a different opinion to a lot of people. Some people might define challenging content as content in which the tank can die and you still succeed by getting them back up without a wipe while others would call it punishing to have it where the tank dies and it's an auto-wipe.
When I see challenging that's not punshing, in reality what people are saying is "I want something tough enough to beat but not tough enough where I complain about it being to tough."
People want challenge, then they complain when the last stage of the last Alexander was to unforgiving. Then SE makes it easier this tier but now people complain how it's to easy to do, yet if SE made the difficulty to a point where people had to fulfill tighter requirements they would be complaining how this tier of Alexander is to
unforgiving.
At the end of the day, you just can't win.
All 60 dungeons have always been a cake walk, these newest ones are even easier. 50s were indeed harder to an extent.
Not only that they are easy and with the same hum-dum mechanics we had for years, they aren't interesting.
The only one that is actually somewhat fun is the Owl dude.
Also, the team decides to toss the binkies and bottles out and make baby's night out like they always do.
Can't have nothing fun or interesting around here because people can't take things to next level without sprinting
as hard as possible here and scream nerf and there you have it.
I'm at the point people should watch Youtube Videos and watch people play or even Twitch streams
if they don't wanna put some work into the game. I mean God dang.
Last edited by Mugiawara; 10-05-2016 at 09:00 AM. Reason: Typo.
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