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  1. #61
    Player
    Eli85's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    367
    Character
    Eldred Draconis
    World
    Leviathan
    Main Class
    Thaumaturge Lv 90
    I like the idea presented, but I fear that the reward for the increased difficulty is ... off. Dungeon iLevel sets don't last very long as it is, and them having five extra materia slots would not entice me to run content that, in all likelihood, would involve some wipes. Remove the Nightmare Echo and increased materia reward, then give it a Tome buff, and suddenly I would like it a lot more as a more varied attempt at capping Tomes (which, in my opinion, this game needs to address).

    If, however, you're looking at challenging 4-player content, the reward, in my opinion, needs to be at a little below savage raid gear before I would even consider it.
    (0)

  2. #62
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    Quote Originally Posted by Shurrikhan View Post
    And the "go go go" mentality you're referring to is literally just the ability to fail. No time constraints, as with an enrage-less fight = nigh-infinite mistakes permissible, in turn on average requiring more of everyone's time for a far more frustrating experience.
    There's a difference between time constraint that is tied to the fight, like an enrage mechanic, and an independent time limit. All current duties already have time limit for the instance and people can choose for themselves how much time they want to spend. I'd rather people be forced to focus on doing mechanics right, and thus making the fight/run go faster, than just rushing through the fight/run due to a specified time limit.
    (2)

  3. #63
    Player

    Join Date
    Dec 2018
    Location
    Ul'dah
    Posts
    585
    It doesn't matter cause SE will never do it. Why? Cause none of this playerbase actually does hard content. Rath is here.. it has the most fun and punishing mechs in the game I feel. Hell you ONLY get 3 deaths and it's game over. Yet all peope did was cry and complain it was too hard. THIS is why SE will never do it. We HAVE hard content and yet we get people complaining we don't have enough when they don't even do what we have. Plus more then half of the playerbase sucks anyway so making more hard content will just make them cry more.

    Also random loot is always a bad idea. More tomes would be better... but again.. see point one.
    (2)
    Last edited by Insertcoins; 06-25-2019 at 04:59 PM.

  4. #64
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by CaffeineHound View Post
    A lot of people asking for WoW features, a lot of people coming over from WoW to FFXIV. Something to think about.
    While I am a former WoW player and greatly enjoyed the Mythic+ dungeon system, I've also been playing this game since ARR and want to see it grow and improve. Quests, trials and dungeons in the MSQ form the backbone of this game. Numerous side quests, seasonal quests and beast tribe quests are made for people who love questing and those who enjoy trials are given extreme versions worth doing over and over. Dungeons, however, do not have extreme versions and the amount of dungeons being developed was cut in favor of making other content.

    I don't agree that asking more of the core content in FFXIV is the same as asking WoW content. In fact I showed which existing systems (Echo, item level sync, the Daily Challenge category) could be utilized in order to make hard dungeons in the FFXIV style.

    Quote Originally Posted by DrWho2010 View Post
    I'd rather they try new and INTERESTING things over bloating old things.
    Difficult dungeons which are also new would be wonderful if the devs have the time to design them. I wouldn't want it to reduce the amount of other content we get especially because it's usually the normal mode dungeons that end up being cut. There is also the risk of people asking for easy modes for story purposes like 8 man raids got them. I feel that giving existing dungeons a challenging version would be the easiest solution to make dungeon content more interesting for those of us who like it.

    Quote Originally Posted by Eli85 View Post
    If, however, you're looking at challenging 4-player content, the reward, in my opinion, needs to be at a little below savage raid gear before I would even consider it.
    Higher item level gear as a reward would probably not disrupt game balance if we assume that a lot of players don't want to or aren't able to complete challenging 4 mans. The materia slots were a way to offer more horizontal progression but maybe there are other ways to achieve that. Superior materia VII drops? Everyone from the casual player to the savage raider could use them or make a profit of them on the MB, but I'm not sure if people would like the idea of having hard dungeons be the only source for the best materia.
    (1)
    Graphics
    MSQ
    Viper

  5. #65
    Player
    Eli85's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    367
    Character
    Eldred Draconis
    World
    Leviathan
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Reinha View Post
    Higher item level gear as a reward would probably not disrupt game balance if we assume that a lot of players don't want to or aren't able to complete challenging 4 mans. The materia slots were a way to offer more horizontal progression but maybe there are other ways to achieve that. Superior materia VII drops? Everyone from the casual player to the savage raider could use them or make a profit of them on the MB, but I'm not sure if people would like the idea of having hard dungeons be the only source for the best materia.
    Assuming that challenging 4-mans is wipeable content for PUGs, there would be no disruption of game balance if the iLevel was set between normal and savage raids. I mean, outside of the first week, wipes are rare on normal mode anyway, and it's essentially a shut your brain off farm.

    The problem with your proposed horizontal progression alternative, is that you're offering horizontal progression on incredibly disposable gear. It's a complete waste of time, because outside of fresh capped characters, very few players even equip latest dungeon gear. Alternatively, if the rewards were equivalent in iLevel to normal mode raids, then that is something to talk about (and, given my previous point, if you can wipe in this challenging 4-man content, balance is fine). As for superior materia VII drops, it would really depend on what the +stat number is. This game does a really bad job of making materia worthwhile. Of course you equip it because it's better than 0, but your materia choices—barring going all VIT to survive savage mechanics at low gear levels—are largely irrelevant to your performance. So the number for the superior materia would have to be quite large for it to be a consideration for me.

    My basic point, however, is this: if challenging 4-man content can be wiped on, then the gear needs to be above content that is very hard to wipe on (normal mode raids, 24-player raids). Otherwise, what's the point? May as well save yourself a headache and do the content that is difficult to wipe on, past the first week.
    (1)

  6. #66
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    Honestly pending on the player level even a basic lvl 70 dungeon might as well be the equivalent to EX level content. /s

    But I would be in favor of something like that as it would be fun and switch up the formula.
    (1)

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