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.
/10charquote
Error 3102 Club, Order of the 52nd Hour
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.
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.
I don't like the dungeon design either. I also don't like that they dictate how far you can pull.
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.
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.
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.
"Sometimes I wonder I heal for fun. or if I heal because I'm a glutton for punishment."
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.
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