Won't happen as part of NG+ since the basic idea there is you keep your current gear set ... that, and I don't remember too many side-quests with solo duties attached to them.
Won't happen as part of NG+ since the basic idea there is you keep your current gear set ... that, and I don't remember too many side-quests with solo duties attached to them.
A combination of a tight dps check and difficult mechanics would make it very hard for most players. A lot of players don't really understand the concept of maximizing uptime and/or CPM and how important it is. Nor do a lot of players have their rotation exactly right but believe they're doing fine, a side effect of having no parsers to check or compare to and very easy Normal mode content.
While the idea of dodging scripted mechanics while doing your rotation seems basic to a good Savage player, you only have to look at E4N or EX "farm" groups to see it's very different for the majority.
I'd be all for it anyway. I enjoyed the Endless Proving Ground and Mage Tower in WoW. Something like a hard solo trial tailored to each role/class with a glamour weapon and a title reward would be nice.


Oh I've failed boat loads of solo instances but it's never that they're actually hard to do it's just they're generally not very clear on what it is your meant to be doing. Which is more bad design than anything.
Some of the job quests are terrible for this. Especially when your a tank and the job quest has you doing everything but tank. Or your a healer and the job quest has you do everything but heal... or some little thing pops up 5 miles over there and your supposed to go smash it but it's so far away from everything you dont even notice it.
Many of the msq ones tend to go the other way though. Theres quite a few of those that you can't really fail because the npcs will quite happily smash the whole thing while your answering the door and signing for a delivery..

Surely it should all be original content so "jail mechanisms" wouldn't be included.
For solo extreme fights, the content is catered towards the job and their actions.
Ex.
I main monk so I'd imagine the Monk solo content would at the heart be a dps check but force you to switch stances.
Include a run corrider section that requires fists of wind to out pace environment aoes.
A dps check but with fists of earth to mitigate constant damage.
With points to recover and optimise through out.
The scholar Solo Ex content will be completely different and focus on challenging the player with actions at their disposal.





Sounds potentially like a lot of fun and I think you could do a lot with it
I think we could have a lot of fun with an arena that also acts as a Hall of Intermediate and Expert, using it like Lastelli suggested as well for other content. Though I still believe there is room in the mentor system for being the welcome wagon group (two tiers, watering can mentors and crown mentors).
Just hopefully they're not focused on a hyperbound gimmick like some of the Blue Mage events are "cast these two spells on repeat till completion, monsters will cast one or two spells exclusively as well". Not some great crime and to be fair some of it has nothing to do with how the arena was made and more to do with how the blue mage job mechanically functions at the moment (highly promotes tightly bound repetition), but hopefully these events dodge those sorts of things.
Maat fight modernized-via FFXIV :3.
Perhaps it can be a new content like in FFX where you went around hunting for monster parts and crafted dangerous foes to challenge.
Monster Arena:
Perhaps the system introduces and pushes a bunch of enemy inspired gear like Monster Hunter, some lower tier stuff just straight from enemies and higher tier items from conquering these special amalgamations.
On an aside but on the whole hunt concept and arenas I had wanted to see hunts (A/S rank) gain a new system to where you could fight them after they died at their corpse location, as their corpse decayed their maximum potential strength and reward lowered and then finally the body withered. In this way to combat our growing population and cross server issues, so there is some still hunt aspect of finding it live/spawning it but at the same time it's not a 100 player mad dash and lots of salt fuel- also felt it would look cool to stumble across a great monster's felled body.
A fresh corpse could be fought at optionally lesser strengths for solo / duo, but like if for example an S rank died very recently it would be able to be fought by like a group of 8 for our full normal reward (hp/damage scaled down a bit but still quite hard). When fighting in this way the screen would shatter like a classic battle transition and players would move to a semi-similar theme'd area/burning circle (FFXI). Corpse may be removed if it's in the way of an objective (locally, not server wide). If you killed it live then checking the corpse would reward you an extra partial value roll. Introducing monster parts for crafters/gatherers to go to the bodies and harvest, I thought could be a fun part of that- gaining some special materials to produce unique objects. With the change also perhaps recommending the hunts to be designed even more towards that Monster Hunter concept of highly dodge-able but aggressive monsters.
Last edited by Shougun; 10-09-2019 at 12:21 AM.

I'd welcome this. I just got done with a scholar instance that required the use of Esuna to succeed. It was actually nice to see something that required more than fight waves and kill adds. Any solo ex content worth doing would need to be more than just they have more hp or hit harder. Less telegraphing and debuffs on top of the damage they deal could be a quick way to do this.
Sure, why not?
WoW saw great sucess with it's Legion Mage tower challenges. I don't see how that cannot work on other mmo's.
But of course, being WoW they removed them and don't know how to properly replicate it.


Just make a version of HoH that's locked to a specific RNG seed (so that it's not rng whether or not it's soloable) and then have that need to be completed as a solo duty
maybe nerf teh mobs a bit just so it's a bit easier to complete, though I think making it a specific seed would help a lot with just practicing + learning it
If Solo Deep Dungeon is any indication, I don't see how they would design such fights that would either:
1) be doable by any class without being piss easy for a class like RDM
2) be challenging for classes like RDM without being (nearly) impossible for everyone else
I don't think being able to fail a solo duty for not paying attention means there is bad design.Oh I've failed boat loads of solo instances but it's never that they're actually hard to do it's just they're generally not very clear on what it is your meant to be doing. Which is more bad design than anything.
Some of the job quests are terrible for this. Especially when your a tank and the job quest has you doing everything but tank. Or your a healer and the job quest has you do everything but heal... or some little thing pops up 5 miles over there and your supposed to go smash it but it's so far away from everything you dont even notice it.
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