The Dzemael Darkhold
Could've been better without the running through all the mobs and standing on the switches so they can disappear.
Thousand Maws Of Toto-Rak
This dungeon is pretty good, it handle fighting enemies, featured NPC's, and collecting items to pass through the doors.
Its good to have a variety of dungeon types like, Time attack style, Defense, seige, etc. I think it would be best if future dungeons were designed with multiple objectives, and missions that can be activated within the dungeons.
XIV would benefit if some dungeons were handled with thinking outside the box. Timed short dungeons are awesome, but
What if dungeons were self contained mini stories?
Just imagine a dungeon that has multiple layers or floors.
Example.
Area 1 Graveyard.
-Fight your way through a foggy graveyard to find the mystery of the undead gravekeeper.
-Killing a certain amount of the undead awakens the Undead Gravekeeper (Mini Boss)
-Upon killing the undead gravekeeper grants you a gate key to the next area.
-you can stay in this area to accumulate coffer keys for treasure.
Area 2 Eerie Sands
You open the gate, and find yourself on a foggy beach. You suddenly see a ship in the distance when Poisoned Jellyfish suddenly attack!
-fend off the enemies for 10 minutes until the
Ship arrives.
-defeating the enemies early will result in the Giga Jelly appearing.
-you only have the remainder of the time to defeat the Giga Jelly(if the Giga Jelly appeared 3 mins in, then you have 7 minutes to defeat it) which upon defeating the party obtains coffers for treasure.
-upon the ships arrival, the Poison Jellyfish escape into the ocean, as well as the Giga Jelly(if Not Defeated).
-Players must board the ship before it leaves.
-If players miss the ship, the ship will take another 10 mins. To circle around the island, which will cause the cassiopias to come out again.
Area 3 Ghost Ship.
-Search and find the undead Corsair.
-In this area the corsair is hidden Randomly within the ship.
-Each room in the ghost ship has a ??? That when examining, has a random chance of the Corsair appearing.
-The Corsair attacks when he is found.
-Searching the wrong room will result in Ghosts to attack.
If you Defeat the Undead Corsair, he escapes and comondeers the ship to his Lair(Hard Mode) while unleashing skeletons throught the ship.
-The skeletons can be killed for coffer keys for treasure.
If you lose the battle, he throws your bodies off the ship to a near by island (Normal Mode)
Area 4 (Alternate) Vampire Island. (Normal Mode)
Long ago bodies were dumped on this island, but you soon find out there was a survivor. A moogle races and revives everyone hoping you will help him.
-The moogle shows you the way off the island, but you need to protect him from harm while doing it.
- This area is linear since you have to follow the moogle.
-The boss in this area is the Evil Crowned Vampire that thirsts for the moogles blood.
-This will be a defense Boss fight since you have to protect the moogle while killing the boss.
-Defeating the Evil Crowned Vampire clears the dungeon (Normal Mode)
-Players can stay to accumulate coffers for treasure.
Area 4 Haunted Underground Cells (Hard Mode).
The ship arrives as the corsair escapes into the underground cells.
-This area is large.
-There are tormented souls in the cellar that offer mini quests. Upon completion, the tormented souls give you some of thier essence to use on the corsair to defeat him.
-Defeating the Corsair grants you victory (for the win!)-Players can stay in this area to fight for coffers to obtain treasure.
-So there is no time limit on how long you can be in the dungeon. This would be best for a sense of immersion.
-When you KO you return to the beginning of the area, not the dungeon.
-Hitting return brings you to the start of the dungeon.
-You have the ablity to obtain coffers in each area for treasure.
-Each area has a variety of tasks to perform.
-each dungeon should have a self contained story.
Lets use this thread to show SE what the community likes for endgame dungeons.
What do you Guys think on how SE is handling Dungeons at the moment?
What would you add or take away from them?
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