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  1. #51
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,092
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I'd like some actually challenging dungeons where the mobs have mechanics that need to be respected like the ones the PotD/HoH enemies use.
    (2)

  2. #52
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,634
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Nims View Post
    I don't like the dungeon design either. I also don't like that they dictate how far you can pull.
    Considering the # of incompetent tanks out there... that's probably a good thing.

    Personally I'm fine with a linear design (I've seen many a "choice" dungeon in WoW and it NEVER worked), I'd like more dangerous mobs though. Mobs where getting aggro is actually a problem. Mobs that use mean abilities you have to interrupt, mobs you have to CC.

    A little less ZERRRRRRRG AOEEEEE!!11 and a bit more of a cautious tactical approach.
    (1)

  3. #53
    Player
    Qeilos's Avatar
    Join Date
    Jul 2019
    Posts
    135
    Character
    Ailin Dorne
    World
    Brynhildr
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Granyala View Post
    Considering the # of incompetent tanks out there... that's probably a good thing.

    Personally I'm fine with a linear design (I've seen many a "choice" dungeon in WoW and it NEVER worked), I'd like more dangerous mobs though. Mobs where getting aggro is actually a problem. Mobs that use mean abilities you have to interrupt, mobs you have to CC.

    A little less ZERRRRRRRG AOEEEEE!!11 and a bit more of a cautious tactical approach.
    People around here get offended by anything that could be perceived as slowing a dungeon run down, if it takes more than 12 minutes the group or dungeon design is a failure to most people it seems.

    Also hi from mmo-c, recognized that sig before i put your name to it.
    (1)

  4. #54
    Player Rakshazi's Avatar
    Join Date
    Jul 2018
    Location
    Ul-Dah
    Posts
    131
    Character
    Rakshazi Kshatrazi
    World
    Cerberus
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Hitori View Post
    While the aesthetics of the dungeons is wonderful, every single one boils down to the exact same formula.

    Long hallway, aoe pull / open area, long hall way, aoe pull / open area, boss. Repeat 3 - 4x.

    That's it. There's no variation, no patrols, no choices. I get SO bored doing dungeons after the first few times.

    I made a thread last month about the lack of challenge in this game, and dungeons are another example of that. If my only challenge is Savage raids, that's just piss poor design. I want to get behind my character and feel the impact of their level growth, but getting new dungeon gear and levels is almost meaningless now.

    Why can't we have leveling content that has SOME level of challenge?
    I can agree that sometimes you can get bored (or fall asleep, as I do. Don't judge me) from the simplicity of the dungeons between the bosses, but, as far as I can tell this whole games desighn is based on the previous FF instalations, and thus most fun you had and will have is with bosses and trials. The most leveling dungeons are for one reason only - LEVELING, so you can't expect them add something spice in something that will be forgotten after level cap. It would be waste of resources in the game, where the boss fights were always the biggest and most enjoyable.
    So, even if I garee with your point, that dungeons lack some thrill in them ,the game is not about them. It never was. Whole FF series never was. So, yeah... I don't think there will be some changes.
    (0)

  5. #55
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,420
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Makeda View Post
    Old content also had non-linear maps. Sometimes there were multiple paths you could take and the dungeons didn't always have a 'kill this boss and the completion thingy pops' concept. So you just went in and went after some stuff, then left.

    Multiple hour runs of places like Mauradon in WoW - was a very different era back then...

    I miss it, but I also get why they dropped it. Many of the people playing back then are still playing - meaning they're 14 years older and have a lot more 'real life' to deal with...

    I was the weird one that loved the original Blackrock Depths and Stratholme, even if they took half a day to fully clear. BRD in particular had more than 20 boss encounters, about half of them optional. Plus the Dark Iron bar halfway through with multiple ways to clear it.
    (2)

  6. #56
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,979
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I'm not so "angry" at leveling dungeons as I am with level cap dungeons.

    As it has been said, Leveling dungeons implicitly teach us new mechanics, have tighter gearing checks, offer a field to progressively unravel the rotation. Those are fine because they do the job. I believe I'm more focused on "learning" my new job when I do those so I don't think about it so much. And sometimes they pop in Leveling roulette, it's fine (though Sastasha is too much)

    Level cap dungeons are meant to be endlessly farmed, so I'd expect these dungeons to have something more. Not necesseraly more difficult (duty finder is random enough haha), but just break the formula of : trash (wall) trash - boss x 3 times.
    (1)

  7. #57
    Player
    HWalsh's Avatar
    Join Date
    Jul 2019
    Posts
    131
    Character
    Ameliana Desalian
    World
    Hyperion
    Main Class
    Paladin Lv 74
    Quote Originally Posted by Granyala View Post
    Considering the # of incompetent tanks out there... that's probably a good thing.

    Personally I'm fine with a linear design (I've seen many a "choice" dungeon in WoW and it NEVER worked), I'd like more dangerous mobs though. Mobs where getting aggro is actually a problem. Mobs that use mean abilities you have to interrupt, mobs you have to CC.

    A little less ZERRRRRRRG AOEEEEE!!11 and a bit more of a cautious tactical approach.
    I hate CC personally. I think it's BS. Especially in PVP.
    (0)

  8. #58
    Player Rakshazi's Avatar
    Join Date
    Jul 2018
    Location
    Ul-Dah
    Posts
    131
    Character
    Rakshazi Kshatrazi
    World
    Cerberus
    Main Class
    Paladin Lv 80
    I may be slow, but why are you all hate Sastasha so much?
    (0)

  9. #59
    Player
    AxlStream's Avatar
    Join Date
    May 2017
    Posts
    902
    Character
    Axl Stream
    World
    Faerie
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Rakshazi View Post
    I may be slow, but why are you all hate Sastasha so much?
    Because it's always Sastasha, or Tam tara, or Thousand Yawns of Take a Nap, or Stone Vigil.
    (6)

  10. #60
    Player
    IBLazORI's Avatar
    Join Date
    Aug 2013
    Posts
    48
    Character
    Blazor Prime
    World
    Gilgamesh
    Main Class
    Gladiator Lv 71
    I think my biggest gripe with the dungeons, (and the reason i fall asleep during them) is the trash mobs, It's just boring and requires no effort. I say just get rid of or drastically reduce the amount of trash, include a 4th boss per dungeon. The boss fights are the only "fun" part of the dungeon i think and thats being generous with that word. Or at least give us back the option of pulling all the trash to the boss without putting "gates" to extend our length in the dungeon. If groups wanted to full-pull like in old wanderers palace days, let them.
    (0)

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