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Thread: Harder Dungeons

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  1. #1
    Player
    Alien_Gamer's Avatar
    Join Date
    Nov 2015
    Posts
    903
    Character
    Cynehild Westknight
    World
    Jenova
    Main Class
    Warrior Lv 96
    Create a PF for a minimum item level sync run.
    (2)

  2. #2
    Player
    Deliciou5's Avatar
    Join Date
    Mar 2012
    Posts
    196
    Character
    Mortis Deus
    World
    Malboro
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Alien_Gamer View Post
    Create a PF for a minimum item level sync run.
    How is that a part of current progression or a latest piece of content that rewards you current tometones? How does that add new mechanics to bosses that i wanted, and the only reason i suggested to possibly to reuse old dungeons/bosses was to save them on time and money and give us something more challenging for smaller parties. You need to add insentives to do these types of things like they do with roullette so the wait times are NOT atrocious. What i want is a newer form of content. According to your logic...why do sigmascape savage? just do sigmascape normal at min item level if you want a more challenging sigmascape. What im suggesting is savage light for 4 man dungeons, more challenging mid-core content. Don't know why people would think this would be hard to add or a waste of time, other games do it...and they are wildly successful with the playerbase and have become staple(mythic dungeons from WoW).

    Quote Originally Posted by Rongway View Post
    I'm confused by this statement.

    Normal dungeons are trash-bosh-trash-bosh-trash-boss. Most alliance raids are trash-bosh-trash-bosh-trash-boss-boss, or perhaps trash-bosswipe-boss-trash-bosswipe-boss-trash-boss-boss. They're the same, but with even more boss fights. In what way would making dungeons more like alliance raids satisfy your desire for content that isn't just bosses?
    I want more challenging content than expert for smaller groups. Maybe a savage version with new mechanics for trash mobs and bosses and newer and challenging mechanics such as increased spawns and savage light mechanics for trash mobs( just simple things such as tethers or more esunaing or aoe abilties where you need to stack) to make trash more than just trash, and then have harder versions of bosses that has added mechanics that savage would have, but there is no enrage and is not as hard.


    I think having 8 man versions of 4 man dungeons would be interesting and give maybe high level crafting materials, materia, and cataylsts and maybe have weekly tomestone level gear to drop and you can only get 1 after you beat final boss once per week but you can still go in for tomes and materials and materia. Maybe the quality of chests drop based on on how tries it takes to beat a boss, and how many special chests upgrades like extra time or treeasure quality increase you would get off very hard or named trash mobs.

    So my idea overall:
    1.Higher level gear that is limited like weekly tomestones like how alliance raids give tokens.
    2.Give weekly tomestones like any other dungeon just slightly more.
    3. High level version of farming for crafting materials,glamour,possibly mounts,materia,etc.(Since it would be more challenging the rewards will be harder to obtain and therefore it will help control the market.
    4. Trash mobs would have significant more HP and be more dangerous and maybe have one or two abilties that are similar to a raid mechanic.(Stack for split dmg, tethers to other mobs, prey, charge ability with prey(t10),etc.)
    5. Special treasure chests would drop with temporary bonuses like extra time,attack power, defense,re-raise effect(to automatically raise players once if they die that last until used) higher quality treasure for next boss chest opened.
    6. Treasure Chests would have multiple tiers(bronze,silver,gold,mythril,etc) to make certain materials and materia more rare to control the market and make it worth doing multiple times to keep population for this possible type of content or roullette high.The further you get in dungeon you far more likely to get upgrades to your treasure through normal mobs.
    7.Quality of treasure is also based on how times you wipe on a boss, bosses won't have enrage and be more forgiving so you usually only wipe due to boss mechanics.However bosses will still be pretty challenging. but since there is no enrage you can still save a fight no matter what no matter how raises are thrown out which will make things more interesting and you only truly lost when you given up or have raisers left.
    8.Final bosses will obviously be way harder than previous bosses in dungeon and will possibly have an enrage, and will drop very good high quality materials and gear, but will drop more chests,gil,and special items like mounts and whatnot based on overall performance in dungeon and just particularly on this boss.
    9.The biggest enemy is not any boss or mob, its the timer, with no enrage for bosses it is really a matter of racing to the finish and getting a clear moreso than spending 30 tries on one boss, as long as you can keep your party up you can eventually beat them. I think it would be a interesting balance and be very similar to how 4 man boss format is but a savage light version.


    These are just a few ideas that could make these dungeons more challenging but there is things in place to make things easier as well as upgrades that are similar to pomanders from palace of the dead and whatnot to edge things in your favor and undo losses(make treasure quality higher). These are just some of the things i think would make a unique and interesting experience and not just another dungeon run. Think all the 50+ 4 man dungeons could easily be retooled for this purpose in a interesting way, and even though the content would being reused there is enough new mechanics and approaches and things worthwhile that i think people would still very much enjoy it.
    (0)
    Last edited by Deliciou5; 02-16-2018 at 07:22 AM.