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  1. #71
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by DarkB View Post
    because savage is hard? lol
    http://na.finalfantasyxiv.com/lodest...t/detail/1642/

    ?????????
    (4)

  2. #72
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Exiled_Tonberry View Post
    How about this then. Make the story dungeons easy, and the optional dungeons a bit more difficult.
    Say, if Xelphatol is 210ilv, then Gubal would be 230ilv. Most people playing casually can reach that and it would allow for a more challenging and fun experience.
    This would not work as it would destroy the expert roulette. Why would anyone run the harder dungeon when they could just run the easy one? I still stand by the notion that pharos sirius was never too hard, it was just avoided because it was much harder than the alternatives, so nobody bothered running it, and this would create the same problem.
    (1)

  3. #73
    Player
    Lunafreya's Avatar
    Join Date
    Jan 2016
    Location
    Ul'dah
    Posts
    714
    Character
    Ellia Lombardia
    World
    Lamia
    Main Class
    Dancer Lv 90
    Quote Originally Posted by DarkB View Post
    because savage is hard? lol
    It can be because you need to commit to it with your group. You haven't even completed it yet..... neither have I but I don't go around saying it isn't hard.
    (0)

  4. #74
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Next expert dgns should be fog of war rooms, where every room is completely dark until all 4 players get in one. It lights up to reveal some of the random ideas:
    - kill all mobs at the same time room

    - kill your shadow room

    - the fall off the edge or in holes (zoning importance) room

    -countdown trap switch room

    Make the bosses normal but make it so that reaching them takes coordination and paying attention, since the dark rooms robs everyone the element of anticipation.
    (0)

  5. #75
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Lambdafish View Post
    This would not work as it would destroy the expert roulette. Why would anyone run the harder dungeon when they could just run the easy one? I still stand by the notion that pharos sirius was never too hard, it was just avoided because it was much harder than the alternatives, so nobody bothered running it, and this would create the same problem.
    And Weeping City further corroborates that theory. People complained for weeks is was too hard and needed a nerf. When the devs flat out said no, people sucked it up because if you wanted those rewards, you had to "git gud." The more content actually demands from players, the more likely they'll perform. Granted, you can only push so far. Gordias Savage being the example of "too far." Had Xelphatol and Gubal been ilvl 235-240, it puts them closer to the current gear levels without going overboard.
    (2)

  6. #76
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    And Weeping City further corroborates that theory. People complained for weeks is was too hard and needed a nerf. When the devs flat out said no, people sucked it up because if you wanted those rewards, you had to "git gud." The more content actually demands from players, the more likely they'll perform. Granted, you can only push so far. Gordias Savage being the example of "too far." Had Xelphatol and Gubal been ilvl 235-240, it puts them closer to the current gear levels without going overboard.
    Exactly. If you don't give players a mind numbingly easy alternative to standard content, the standard content becomes the new easy. The real problem is the devs lack of a spine when it comes to difficulty and reward distribution, and it is one of the things I hate most in this game.
    (1)

  7. #77
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    I wish people weren't so derisive towards the topic. Personally I agree. You shouldn't make an encounter that's toothless on release at minimum gear levels.

    That isn't to say the mechanics should be overly difficult, but they should be punishing. I think that's one of the main reasons I liked Weeping City so much. The mechanics aren't hard. They REALLY REALLY aren't, but if you don't do them, they'll mess you up in a heartbeat. That's what we should aim for in casual content imo.
    (3)

  8. #78
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by basketofseals View Post
    I wish people weren't so derisive towards the topic. Personally I agree. You shouldn't make an encounter that's toothless on release at minimum gear levels.

    That isn't to say the mechanics should be overly difficult, but they should be punishing. I think that's one of the main reasons I liked Weeping City so much. The mechanics aren't hard. They REALLY REALLY aren't, but if you don't do them, they'll mess you up in a heartbeat. That's what we should aim for in casual content imo.
    Honestly, it doesn't even have to be hard - just engaging and interesting.
    (2)

  9. #79
    Player
    Lisotte's Avatar
    Join Date
    Jun 2013
    Posts
    339
    Character
    Lisotte Poena
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Problem is, dungeons in ex roulette are the #1 activity players tend to do at lvl 60 and they really need to be engaging, and/or challenging. If they're challenging you actually have to put some effort into beating them. If they're engaging, you have to think about how to beat them. As it is, they're neither, and so all dungeons are snoozefests at this point. At least back in the lvl 50 dungeon speedrun era you could make it fun by seeing just how much you could pull at one time and still survive.

    What I'd really like is a return of Amdapor Keep difficulty again. It felt far worse back then because that, WP, CM and Prae were literally the only things you'd do that weren't primals or coil, but I really miss that feeling that maybe someone was going to miss a silence on the bees, get knocked off, or fck up on the final boss. Dungeons could really go a lot better if they weren't so damn toothless.
    (1)

  10. #80
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Admapor Keep was hard because all the gear we had were barely sufficient back then. As we got stronger gear, the dungeon became trivial like everything else. Nothing is going to stay difficult forever unless something has a butt ton of mechanics.
    (1)

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