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  1. #11
    Player
    van_arn's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Neri View Post
    We had, it was called Pharos Sirius, not anymore though, due to reason.
    Pool's closed due to bad
    (11)

  2. #12
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Would agree, would love to see some unique dungeons with more then just a single path forward.



    4 small clusters of trash => Boss => 4 clusters of trash => Boss => 4 Clusters of trash => Final Boss is getting alittle old.


    Then again most dungeons are only run for the tomes from them, so not sure if it would make any difference in the end with how the game is designed.
    (1)

  3. #13
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,166
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Rongway View Post
    Qarn is a great example of why we don't have more interesting dungeons.

    Once people figured out it's faster to skip the two groups guarding tablets and just deal with the one group of extra ghosts at the end, a lot of people stopped taking the time to pick up tablets.
    /10charquote
    (12)
    Error 3102 Club, Order of the 52nd Hour

  4. #14
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    If it's leveling dungeon, I want to full clear every dungeon for max exp and that can't reliably happen if you allow enemies to not be encountered. And since every dungeon eventually becomes "leveling dungeon," then I prefer their current zone design over something like Sastasha or Toto-Rak or Brayflox (at least in terms of being able to skip enemies).

    As for more challenging dungeon, I'm not opposed to it per se (as long as it's not something like a Mythic+ system), though since even optional dungeons are still part of the roulette system, I can understand why they want to keep the difficulty to a certain range.
    (0)

  5. #15
    Player
    sexythaumaturge's Avatar
    Join Date
    Apr 2018
    Posts
    74
    Character
    Terric Aubert
    World
    Odin
    Main Class
    Dark Knight Lv 90
    I’m perfectly fine with the current dungeon design. You can do small pulls, or do wall to wall depending on the ability of your party; they are also short and sweet and well-paced. In fact, getting old, more complex dungeons such as Toto-Rak is very annoying - those dungeons were supposed to teach you mechanics and dungeon types that were clearly abandoned for this simplified design, so why bother? I even think they should revisit and redesign them, as they are excruciating for new players and roulette people alike. But that’s a common problem that makes this game so hostile to newcomers - all the best parts are after ARR.
    (4)

  6. #16
    Player
    Nims's Avatar
    Join Date
    Jan 2019
    Posts
    117
    Character
    Soosi Ejinn
    World
    Famfrit
    Main Class
    Miner Lv 70
    I don't like the dungeon design either. I also don't like that they dictate how far you can pull.
    (8)
    Quote Originally Posted by Wavaryen View Post
    Myself, I just play have fun. If I don't like skills a class has, I don't care if it is better dps or not. I won't use them. If a aoe rotation is clunky, I just won't use it.

  7. #17
    Player
    DJMau's Avatar
    Join Date
    Nov 2016
    Posts
    192
    Character
    Sil'vain Moonstrike
    World
    Mateus
    Main Class
    Dark Knight Lv 80
    We had some variance in the early dungeons but people complained about the optional paths wasting time, so there ya go. SE just gave people what they thought they wanted.

    Blame them.
    (10)

  8. #18
    Player
    seraseth's Avatar
    Join Date
    Aug 2013
    Posts
    442
    Character
    Velikayl Minx
    World
    Ultros
    Main Class
    Dancer Lv 90
    It could be nice to maybe have a different category of dungeons separate from the msq/roulette. Maybe call them 'advanced dungeons' or something. Then could have multiple paths, stronger enemies, need for CC etc, and they wouldn't be a pharos issue again where ppl zone in and see they got one of the 'hard' ones and immediately drop if they're their own separate category.

    Would probably need to add more cc to role skills, or maybe even have some skills specifically designed for only these dungeons that only work in them.

    Being their own category, they could probably have their own rewards system different from roulette.
    (5)

  9. #19
    Player
    kidalutz's Avatar
    Join Date
    Jan 2017
    Posts
    958
    Character
    Sigrun Helasdottir
    World
    Brynhildr
    Main Class
    Scholar Lv 80
    They wont deviate because the majority of people will ALWAYS choose the way that entails the least amount of work to get to their perceived deserved reward. if there were three choices for someone to take to get to the end of a dungeoun they will take the shortest least amount of fighting route because it's quicker.
    (1)
    "Sometimes I wonder I heal for fun. or if I heal because I'm a glutton for punishment."

  10. #20
    Player
    MistakeNot's Avatar
    Join Date
    Sep 2015
    Posts
    2,312
    Character
    Auriana Redsteele
    World
    Zodiark
    Main Class
    Paladin Lv 83
    Quote Originally Posted by Xatsh View Post
    Would agree, would love to see some unique dungeons with more then just a single path forward.
    There are a couple of such dungeons. Sastasha for example, the very first dungeon you will encounter in the game. Rarely does any party actually explore all the side rooms there.
    Several other of the early dungeons also had optional rooms, or multiple paths. Almost everyone who runs them opts for whatever gives them the fastest run.

    Developers eventually noticed that the majority of players weren't interested in optional stuff during dungeon runs, so they mostly stopped adding it.
    (6)

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