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  1. #7
    Player
    Gumbercules's Avatar
    Join Date
    Apr 2012
    Posts
    552
    Character
    Gumbercules Thesecond
    World
    Hyperion
    Main Class
    Miner Lv 80
    Main thing id like to see a change on is difficulty and sadly i don't see that going over well. I am not suggestion savage levels of difficulty, but a dungeon should always at least present a real possibility of "failure". As the game is currently there are actual examples even within some of the leveling dungeons such as Aurum Vale and Qarn. I am not asking for anything considerably harder than AV but it should at the very least offer as much as that does sync'd. I would like it if the Dungeon actually started the player "synced" and then added a bonus based on the ilvl the player entered the dungeon with resulting in less power overall, but still making a bit of difference based off of the equipped ilvl.

    I would not mind alternate paths either (decided by the game not the player since it would just result in "best" path) For example a place like tam tara, that already has some paths that stray from linear, could be made to lead to different boss encounters as their "mid boss" On the topic of bosses, I would like to see more options in the way they attack and decide attacks, based on how they "perceive" the party is positioned (admittedly still artificially complex but it is something at least) An example (idk if this was an actual thing or just coincidence XD) in Brayflox's Longstop the dragon boss seems to react differently based on whether the tank dodged the poison/got esuna'd or the poison landed and stuck.

    I could see even little changes, over time, adding flavor to the 4 man dungeon experience and alleviating the feeling of monotony while still being able to be kept to twenty or thirty minutes completion for the attentive party.
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    Last edited by Gumbercules; 02-11-2017 at 09:13 PM.