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.
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.
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.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.
Also hi from mmo-c, recognized that sig before i put your name to it.
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.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?
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.
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.
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.
I hate CC personally. I think it's BS. Especially in PVP.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 may be slow, but why are you all hate Sastasha so much?
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.
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