Roadblocks no longer vanish automatically when the mobs are dead - You need to buy a DLC instead.
And I'm pretty sure at least one EA dev already had that idea.



Roadblocks no longer vanish automatically when the mobs are dead - You need to buy a DLC instead.
And I'm pretty sure at least one EA dev already had that idea.



Underwater maze section.


Actually that's already a mechanic in Shinryu EX, I can see them implementing it in a dungeon later down the road.Something like Gerogero/Fake President from FFVIII where enemies are required to be healed to 'die' in addition to dealing with normal dungeon boss mechanics. Given the amount of tunnel vision healers we have in this game such an inclusion would definitely be sadistic. (Seriously though, I'm not advocating for this. The mere idea gives me a full body shudder.)


There are no walls/lockouts to prevent you from mass pulling, but if you pull any groups together they immediately get buffed to 90% damage resistance and 90% damage given.
Frozen floors + black holes


Section before the end of a dungeon with individual person checks.
Dps need to do a certain amount. Healers need to keep things alive. Tanks need to hold threat on something.
Pass the check and you can advance. Fail it and you're stuck.
This would lock super lazy out, but it'd also kind of punish the people that succeeded because all 4 need to pass.
Nude Bomb. 1 explosion. 4 naked ppl... >.>
Active time events that require repeating a button sequence that gets longer like playing Simon <.<
No pathing gates to prevent mass pulls and instead hide alert type enemies in the swarms that will cause the entire duty to aggro if they are not killed fast enough.
An End boss that gets stronger the longer the duty is run and also gains a huge boost whenever anyone dies during the duty... >.>

The Wailing Caverns jump also comes to mind
I'm also thinking a boss with an enrage timer that you have to periodically complete a jump puzzle to reach would be the most frustrating thing I could come up with in this game
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