Speed runs? Not really.
Better dungeon design? Yes, please!
Speed runs? Not really.
Better dungeon design? Yes, please!
In normal dungeons? god no.
a mythic+ system like in wow where the goal is to beat the dungeon ASAP with increased stats on enemies? hell yes. best thing wow has ever added


"Sometimes I wonder I heal for fun. or if I heal because I'm a glutton for punishment."
Player


I won't deny that Mythic plus as it's designed in WoW de-incentivizes raiding but it's implementation was amazing. What people want is the challenging and fun aspects of mythic+ dungeons, which is doing the dungeon in a different way and at a faster pace with being rewarded for how you perform. FFXIV doesn't have titan forging, all they would have to do is put a cap on the gear so it isn't BiS or add new minions and glamour only attainable through that type of content. It's would serve as another avenue of progression that leads up to savage raiding/ultimates. If anything it could actually close the massive difficulty gap that the game kind of suffers from currently. All in all I think people honestly just want more challenging dungeons and to be rewarded for doing them.





People already try to speedrun as much as possible though, so you're kinda just asking for better rewards.In FFXIV 1.0 loot and number of chests in a dungeon was based on how fast you could finish a dungeon. Thus a speed run was required to get all the chests and the best loot.
Do you think that could be something they do for a change in 5.0 bring back speed runs give better or more loot for finishing faster? I think it could make dungeons more interesting if you got higher ilvl gear for finishing faster.
And ilvl makes a difference in how fast you can clear, so higher ilvl gear for finishing faster sounds like a catch-22. Unless they made it really significant which would either invalidate gear from other content or require them to rebalance their ilvl distribution.


The idea is simply terrible.
It gives the speed-runners a real reason to blame who isn't as efficient as them, and frankly we don't need more fuel on the fire.
I'm a bit tired to see here and there examples of how 1.0 was a great game and all, it was not.



For you maybe. I see a way to filter bad players from good players, it would definetly make roulettes more enjoyable. If I had the choice between expert normal and expert hard roulette and if both would give same ilvl gear but the harder gives more or less rewards based on performance and speed, I would actually support this.
At least I wouldnt have to bother carrying people for their mediocre dps. And yes agreed, bad players would finally notice that they have to seek a guide and learn their freaking job.
Last edited by xbahax92; 05-03-2019 at 06:02 PM.


The idea was good but the implementation was not. If they decided to bring the system back and make it better, I'd be all for it. It's also not replacing current dungeon content or anything, so if that's not your cup of tea then you can just avoid it all-together.

Fun idea as additional content. I could see them designing something around this idea. Putting it in MSQ dungeons invites more drama between sprouts and experienced players.



maybe add time completion as some kind of loot multiplier. you could also add having a new player in your party, number of mobs killed and number of player deaths.
|
|
![]() |
![]() |
![]() |
|
|
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.
Reply With Quote



