Tough? Definitely not. I do think it was at least somewhat memorable though. The last boss(es) had more personality than most of the Scions. Still wish I could leave that dang organization.
I felt it was an interesting atmospheric piece, and it was kinda cool seeing some of the leaders actually getting off their butts for once (has Kan-E-Senna ever been in a fight scene before? I can't remember one), but the combat itself was pretty straightforward. A whole lot of "don't stand in this" and not much else. Then again, we've all outgeared it before it even launched. Come back in 5.0 when new players barely scraping the minimum item level for it are going at it and it might feel like there's more bite.
Honestly has there been a difficult dungeon since Stormbloods launch?Because i dont think there has.Then again for those of us who have played the game longer than most its obviously going to feel this way.
For newer players they are likely more challenging.There's a reason why dungeons have a lower difficulty curve than 24 man raids,8 man raids and ex's.One is a completion requirement to progress.The other isnt.But if you feel you want a challenge then i suggest go equip lower ilvl gear on your left side and higher ilvl gear on right to gimp your stats and do it with a bunch of friends doing same thing.
That last bit is only natural.When it was originally released the platforms on the final boss of Sohr Kai were far from too many. Most times groups ended the fight with one or two platforms left standing, and I'd seen more than a few groups wipe it. Back then figuring out positioning was key cause otherwise you'd end up killing yourself. Now it may be too many, but that is because everyone over powers it now even when synched down. Any dungeons that have teeth when it comes out will eventually fall prey to being out geared. That said I will agree the SB dungeons have been lacking the needed difficulty levels when compared to some of the HW dungeons.
And i didn't see any of that during Sohr Kai, i did it like 2 hours into the patch and all i saw was a cool arena being completely wasted because it's apparent risk, was just that, apparent. Is ok for dungeons to slowly fade into simplicity due to gearing up, level caps, etc. What's not ok, is that difficulty wise, initial tutorial dungeons are equal (and some cases harder...) than end game top level dungeons. The burn is exemplary: Environmental Threats that are empty and meaningless. Annoyingly positioned enemies which only challenge is to keep them on camera... Darkhold and Aurum Vale were far more interesting that anything we have today.
The game already has tons of "easy" content, side content, alternative content, full of casual and mindnumbingly content for players that cannot be asked to press more than 1 through 3, there is eureka, the gold saucer, FATEs, leves, hunts, solo quests, deep dungeon, etc, etc, etc, where they can go and enjoy playing while chatting or watching netflix and whatnot. Dungeons should demand player attention and have real risks. They are called DUNGEONS. They are supposed to be at least, somewhat threatening. Not mere pull and go 3 corridors 3 arenas without nothing particular to them.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"
It had a single interesting "Fight". Refreshing indeed, but also very easy. And yeah, most of the time, is the leveling dungeons where the difficulty spikes but is mostly due to undergeared players. Honesly, gear requirements for these should be more strict, so not anyone can just go in and enter, allowing devs to prepare the dungeon with that in mind.
And i would love omre fights like that, more complex, maybe complexity based on diferent levels, separated players facing diferent patterns, etc, etc, etc.
Game needs to break away from the 3 corridors 3 circules. Same applies for "raids" that can barely be called that, at least the 8 man ones.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"
Ghymlit is great in terms of audio and visual aesthetic, but yes, it's far too easy...then again I have been pulling wall to wall in every dungeon save for Skalla on day 1 of release of said dungeon.
Competent players make these dungeons way too faceroll. Cleared the Burn last night in barely more than 15 mins.
I understand they can have ungodly ilvl requirements due to returning players, but I'm of the same thought as OP in that the Burn should be the bar. Ghymlit falls short of that difficulty bar by a healthy margin.
Dis game hard, I gotta press more than one button. Pls nerf!!11
Ya know, I am actually not that bothered by it. After all, we are the Warrior of Light. We are the Eikon Slayer. We should be going through Garlean Troops like a hot knife through butter.![]()
A sword that is never unsheathed is doomed to lose its edge and rust.
We are the warrior of light because our inherit will to overcome the odds. The imperial might has been hyped over and over, what was cool about Zenos was exactly how unbeatable he was. The dungeon should indeed be far harder a real test of strength.
The warrior of light has stopped being a combat prepared sword, is more like a flashy ornamental decorative one now. The warrior of light needs to be broken, completely defeated, be teached that the world is far larger than himself, and that even blessed he needs to ever improve and fight ever higher challenges in order to prevail. The Emperor said war. War i saw but i didn't feel.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"
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