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  1. #21
    Player
    HaelseMikiro's Avatar
    Join Date
    Aug 2013
    Location
    Limsa-Lominsa
    Posts
    700
    Character
    Febreealle Goldlyonse
    World
    Gilgamesh
    Main Class
    Archer Lv 70
    I feel like a lot of people never got to enjoy the great 'Sac pulls' that could happen in AV, where the only trash mobs in the entire dungeon you killed were the two morbol rooms and the diremite pack right before the final boss (which you could have locked out of the boss room).
    That place could get done pretty quick
    (1)

  2. #22
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    It's one of my favourite dungeons.
    (2)

  3. #23
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    I remember the one time I ran the place with this BRD who had no idea how Foe Requiem worked. I told him as early on as the first room that it wasn't patrols, that he was pulling everything to us, but it didn't click until almost the end where he tried blaming someone, I think the healer, and I got in his face. "Oh that was _me_ pulling them?!"
    Yes. As I have been saying, repeatedly, from THE START OF THE DUNGEON.

    AV is similar to 24 player raids. Mechanics wise it might be annoying but it's really not that complicated. The problem is most likely the rest of your party. I had runs through the place that were amazing but it required everyone to get their acts together and work as a team, sadly not something this playerbase is overly famous for.
    (1)

  4. #24
    Player
    Tempest222's Avatar
    Join Date
    Oct 2017
    Posts
    283
    Character
    Kestrel Moon
    World
    Midgardsormr
    Main Class
    Red Mage Lv 70
    I’m assuming maybe it was just really hard when the game first came out, thus players who have been around for years still remember the struggle of the early days, and any time anything suboptimal happens in that dungeon today it sticks out in people’s minds more so than similar mess ups in other dungeons, because people hsve it set in their minds that this place is awful.

    If not that, I don’t know what. Obviously all any single person has us anecdotal experience, but I’ve onky been around since well after stormblood release, and I’ve honestly never had a problem with that dungeon, aside from usual stuff that happens from time to time in any dungeon when you are playing with randoms. I certainly wouldn’t say my ventures through the vale have been any better or worse than anywhere else.
    (0)

  5. #25
    Player
    Floortank's Avatar
    Join Date
    Dec 2016
    Posts
    902
    Character
    Kaska Onerys
    World
    Balmung
    Main Class
    Dragoon Lv 90
    I find it to be a kind of depressing dungeon. Green and gold is a very ugly color combination outside of say.. Christmas trees.
    (2)

  6. #26
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,292
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Hakuro89 View Post
    News to me too, actually. Probably because it's normally replaced with something better long before durability becomes an issue.
    I think he really meant 'unsellable' as opposed to 'unrepairable', as aetherial gear definetley is repairable. And although you cannot sell it on the Market Board, it can still be turned into your GC for seals either way.

    As for a hard mode version, that was it's original form in version 1.0 which, although I never ran it then, I heard the horror stories. The place was literally hell (there was actually achievements in 1.0's version for not actually getting poisoned by the Goldbile, an almost impossible task and one which I think was never attained by anyone), so ARR's version is actually easier. So we should be thankful in ARR that we got the easy version, not the original hard one.
    (1)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  7. #27
    Player
    MuseTraveller's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    586
    Character
    Mihn Saruihn
    World
    Malboro
    Main Class
    Bard Lv 80
    I love Aurum Vale. I only jokingly groan when I get it but it was great learning experience both as tank and as a healer when I was going through it. I'd take it any day over yet another Sastasha run in level roulette lol
    (2)

  8. #28
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Floortank View Post
    I find it to be a kind of depressing dungeon. Green and gold is a very ugly color combination outside of say.. Christmas trees.
    It's likely nice and warm compared to the rest of Coerthas, though!
    (3)

  9. #29
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    The first room teaches Tanks to pull carefully.
    The first boss teaches DPS that some mechanics must be handled personally, the Healer can't heal through everything.
    The second trash rooms teach the Tank to be careful about patrol mobs, and dps to be wary of things they can target to prevent adds.
    Second boss teaches everyone to be aware of what the boss is doing instead of simply reacting to markers.
    Third trash rooms reinforce patrol mobs and spawning adds.
    Final boss reinforces mechanics that have to be dealt with personally, reinforces spawnable adds that can be stopped and finally reinforces that you need to pay attention to what the boss is doing instead of relying totally upon markers and the enmity bar.

    From start to finish, the dungeon introduces mechanics and such and reinforces them all the way through. Theoretically, by the end of it, that team of 4 players now has a better understanding of teamwork and general good play habits.
    Sadly, people don't like anything that can't be brute forced with zero attention.
    Demonwall is a prime example. RIP you glorious pug wiping bastard.
    Pharos Sirius is another good example of a dungeon that was difficult if people didn't pay attention (First boss STILL wipes overzealous groups trying to burn the boss and ignoring adds) that got nerfed into the ground because paying attention and doing mechanics is "too hard".

    The reality is that people in general don't want to put the effort into a challenging dungeon. They're ok with Savage Raids being as difficult as they are because they'll likely only do it once in a week, where 4man dungeons are something you do constantly and all they want is the tokens from finishing it.

    I still want 'Savage/Ultimate' style difficulties for 4 man dungeons. I love small party play. Its why I loved the original Pharos and Demon Wall as they required the party to really work together to clear.
    (7)

  10. #30
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,054
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Enkidoh View Post
    I think he really meant 'unsellable' as opposed to 'unrepairable', as aetherial gear definetley is repairable. And although you cannot sell it on the Market Board, it can still be turned into your GC for seals either way.
    Ah, that would make more sense - although that's no different to any other dungeon gear, and GC seals are more valuable than gil anyway. Plus you can still desynthesise it.

    Aetherial gear was just ARR's cheap way of making special dungeon gear without actually having to design new gear every time.
    (1)

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