I think players should have the option. Go at your own pace, or challenge yourselves etc. with a time limit there should be better rewards.
In all cases, give players the option.
I think players should have the option. Go at your own pace, or challenge yourselves etc. with a time limit there should be better rewards.
In all cases, give players the option.
Work To Game on YouTube [Guides, and More]...
https://www.youtube.com/c/worktogamevideos
Host on AetheryteRadio... Boom City!
Petition for Microsoft to allow XIV with cross system play:
https://www.change.org/p/phil-spence...atform-servers
Time limits shouldn't equal difficulty. If SE removes the time limits, then they have an excuse to make the content even more difficult than it is now. This would be ok because if players get to a boss and can't defeat it, they can keep trying until they do.
Also I think without the time limits, SE can extend the life of dungeons simply by adding coffer keys within the dungeons, and special optional NM's.
Agree that Time Limit shouldn't equal difficulty. I think it is quite the opposite actually. If SE rely on time limit for difficulty, then they are having problem making the content difficult and boss fight challenging. Challenge should come from killing Elite Monsters on the way and fighting the boss at the end. I hate the ides of time limit because everyone just skip through contents, what about first time people who enter the Instance and want to do quest in there or even watch the cut scene? People would yell "Hurry up! Go! Go! Go!" I absolutely hate doing The Dzemael Darkhold, everyone use the same tactic and train mob on the way. Alway hear the same line from leader "Go! Go! Go!" it get old and very annoying. There is no strategy involved at all. By the time it was finish you feel like you don't accomplish anything because it was rush through and skipping everything on the way. If there is a time limit, it should be at the very end where you earn it as an achievement only.
I believe time limits "work" on balancing casual and hardcore play, but I do not prefer it. I would like to see future dungeons with no time limit and have a Normal mode and a Heroic mode. In normal mode, the difficulty is moderately challenging, while the heroic mode would be very hard and requires a very skilled and well geared party.
As for gear, you could make (for example) a Templar's Falchion drop in normal mode, and have Templar's Falchion+1 drop in Heroic mode, having better stats than the original one. Some may or may not like that, but I would find it fun personally.
Tell me you're just kidding about this. How it is Challenging equal time limit? How it is challenging that you run through all the mob and skipping every single one of them and get to the last boss? When someone finally figure out the formula for a speed run with certain class to kill the boss, then that formula will always will be use and class setup will be use because it was the fastest run. Do you think The Dzemael Darkhold was fun and challenging to do? You would be lying if you say it was challenging because you basicly skip through everything to fight the boss, only the boss is a challenge. If you remove the time limit, people don't have to always watch the clock, people can use different class setup and strategy. Unlike right now people just use the same strategy and class setup for all the run. It equal not challenging and not very fun.
I hope future Instances is not like The Dzemael Darkhold at all. How many people actually want to run it again after they did it? Challenge should come from your party class setup, stradegy for Instances and your skill. The Dzemael Darkhold involved no skill because everyone just Train and Train.
Because I firmly believe that people should be rewarded for performing well. Getting a speedrun drop for the Darkhold was the most fulfilling moment in this game so far for me.
If you want to go through the dungeon at your own pace, go right ahead. There shouldn't be a time limit.
However, the game should be rewarding skillful play (or something vaguely similar to it), instead of just clearing a room, wiping, and walking back repeatedly.
to be honest I don't think that running through the dungeon following the tank who gets all the aggro, means to be skilful... It is much easier to just run than fight your way through....
I guess your standard of achievement and fulfilling moment in this game is quite low then. What is so challenging about training every mob on the way and get to the last boss? Do you know that any group can do that? I hardly find that any skillful because everyone is doing the same.Because I firmly believe that people should be rewarded for performing well. Getting a speedrun drop for the Darkhold was the most fulfilling moment in this game so far for me.
If you want to go through the dungeon at your own pace, go right ahead. There shouldn't be a time limit.
However, the game should be rewarding skillful play (or something vaguely similar to it), instead of just clearing a room, wiping, and walking back repeatedly.
The time limit was the main factor of Darkhold that made people rush through the countless packs of mobs in the way, and I think this was a horrible design choice. If they're going to keep a timer, at least drastically reduce the amount of monsters in between bosses/treasures. There are plenty of other MMOs that don't employ timers for dungeons; I don't see why that can't be the case here.
As of 1.20, for the current dungeons, this argument is essentially moot.
With a Pick Up Group,
3 Vets,
5 Noobs,
2 45s,
Cleared Ogre with 30 Mins on the Clock.
That being said,
For future Dungeons I hope they stear away from this Speed Run Concept. Puzzles and Exploration should be more prevalent. I would rather take my time getting to a Boss that is Ifrit level hard than blindly run to a boss as easy as Ogre and Batraal.
This is a game, which means there must be rules to create some kind of challenge.
If you don't like challenges in your games, you might want to reconsider your hobbies.
Personally, I agree with the OP for the most part. Such a short time limit is ridiculous. However, something needs to be in place to prevent instance holding. Perhaps if nothing dies in an instance for 60 minutes then the party has 5 minutes to continue or get booted. Just a thought.
I have no problem with speed runs, but a time limit is not the way to encourage it. The extra rewards at the end is the proper way to encourage a speed run, or any run done in an outstanding way. You know what they say about the carrot vs the stick. Reward the phenomenal, don't punish the normal.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.