The Burn wasn't really all that tough. Mist Dragon is a bit tougher than most dungeon end bosses I'll admit, but not by all that much.
The Burn wasn't really all that tough. Mist Dragon is a bit tougher than most dungeon end bosses I'll admit, but not by all that much.
Meh, I disagree with this to a certain extent. For example, I have a lv70 DRK that I pretty much speed leveled back when SB dropped. DRK has gone through some changes since I leveled it. If I were to get back in to re-learn DRK I'd rather do it in lv70 expert dungeons, opposed to say, jumping in on Extreme or Savage fights to learn.No one is saying we need our dungeons to become dark souls. But if at level 70, you are not adequately skilled to make full use of your skills, then you shouldn't be doing level 70 content. That simple.
The game has plenty of forgiving content where those players can go. For main game progression, skill progression should be a must.
If we think more in terms of high-intensity or low-intensity encounter design, dungeons should probably remain on the lower intensity side.
The Burn as a dungeon itself was fairly normal the Mist Dragon does trip people up (Even now with me and my positioning sometimes).
I'd like SE to take the idea of G.Dark (varied mobs doing different attacks similar to what we see at midbosses) but mix it with the same difficulty as the Mist Dragon the whole way through.
People would struggle with it first thing but I think it's a great way to get people aware of what they're doing and give people some experience into what EX/Savage content can lead into. But obviously people will adpat and learn and that will lead into the best stuff overall.
We've all gotten used to the idea of picking a bunch of mobs and mowing through them at one spot. I'd like the danger of more focused mechanics while we do it. Something to spice up our daily runs past people new people not knowing mechanics.
What are my current benefits from dungeons?
- Leveling.
- Learning/Practicing a job.
- Tome stones.
- Grand company seals.
- Glamour.
The reward is not worth the effort.
If I'm gonna run expert everyday for my weekly tomes, I'd rather have the dungeons be 'fun' than hard.
Nice music, visuals, mechanics is what matters to me personally when it comes to dungeons. It's something I like to do while chilling.
I do agree that there is an issue with having easy only content, it does not help players improve.
Best thing SE can do is make solo content a bit harder (MSQ & job quests). Let players run into that wall where they have to retry the quest multiple times until they get it right. The key word here is solo, so the players can take their time to learn. No need to wait for queues or feel the pressure of failing multiple times in a party. In the end, everyone is going to clear MSQ & job quests thanks to echo buff.
"BAAAAAARD!" - 2018
No though you are entitled to your on opinion. The last thing a company should do is increase the barrier for entry or difficulty in the main story. The MSQ is where most content is unlocked. It's bad enough people have to wait on queues, sometimes a long time. Playing XI some content was considered too hard for standard players, some of the genkai quest(mostly solo job quest) had some players quitting the game due to frustration. Half of the player base did not even get to through the CoP expansion which was not even the difficult endgame content locked behind it, until it was nerfed to high heaven years later.I do agree that there is an issue with having easy only content, it does not help players improve.
Best thing SE can do is make solo content a bit harder (MSQ & job quests). Let players run into that wall where they have to retry the quest multiple times until they get it right. The key word here is solo, so the players can take their time to learn. No need to wait for queues or feel the pressure of failing multiple times in a party. In the end, everyone is going to clear MSQ & job quests thanks to echo buff.
If they want their main target demographic to be bleeding edge difficulty they could do that but I doubt it. For side content they can make content give headaches, vitriol, finger gymnastics, twitch reflexes, content so hard it makes babies bleed. But keep that away from the MSQ.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
Just to be clear I'm not asking for a sudden big spike in difficulty.No though you are entitled to your on opinion. The last thing a company should do is increase the barrier for entry or difficulty in the main story. The MSQ is where most content is unlocked. It's bad enough people have to wait on queues, sometimes a long time. Playing XI some content was considered too hard for standard players, some of the genkai quest(mostly solo job quest) had some players quitting the game due to frustration. Half of the player base did not even get to through the CoP expansion which was not even the difficult endgame content locked behind it, until it was nerfed to high heaven years later.
If they want their main target demographic to be bleeding edge difficulty they could do that but I doubt it. For side content they can make content give headaches, vitriol, finger gymnastics, twitch reflexes, content so hard it makes babies bleed. But keep that away from the MSQ.
What we have now is like you're running the game on beginner mode. I'm asking to rise it to a normal difficulty.
Don't forget the echo buff which increases you HP and attack if you continue to fail. The players will not get stuck and left behind.
"BAAAAAARD!" - 2018
When you only get DPS Players with about 2k DPS, Tanks without using CDs and only spaming Aggro-Combo and Healers just standing around, i think the difficulty is just fine o:
As a Healer i'm always Top DPS in this Dungeon, when i go with DF Players.
And i think the Burn is as easy as Ghimlyt o:
Nothing special at all in 70 Dungeons, all are the same. Mass Pulls and easy Bosses :shrug:
Yeah pretty much this.
I will add though that I find the Burn just generally rather annoying to tank, those giant ass mobs pushing each other everywhere.
Ghimlyts person sized mobs are bliss in comparison.
Im not gonna call The Burn difficult
BUT Mist dragon is a very good boss everything about him imo should be standard for the final bosses of dungeon
hes got a lot of mechanics and some decent momentum to the fight
and its a neat reference
not so much on difficulty
but i hate the last two bosses in Ghimlyt just so much waiting and the bosses just go away so frequently
its pretty annoying for melee dps
The Burn wasn't that difficult. I didn't feel like Ghymlit was a step down. It was just the same kind of difficulty not difficult at all. A dungeon will be difficult at the time where tanks won't be able to take several packs at the same time and rush. Period.
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