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  1. #1
    Player
    Niyuka's Avatar
    Join Date
    Sep 2013
    Posts
    266
    Character
    Cierre Mhakaracca
    World
    Shiva
    Main Class
    Pugilist Lv 90
    With 70+ dungeons in the game, they just need to grow some testicles and make a dozen of them actually challenging. Solves a lot of issues. Its no surprise dungeons are unpopular. They are released outdated, follow the same pattern every time, drop useless loot and need to be spammed for tomestones.
    (3)

  2. #2
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Niyuka View Post
    With 70+ dungeons in the game, they just need to grow some testicles and make a dozen of them actually challenging. Solves a lot of issues. Its no surprise dungeons are unpopular. They are released outdated, follow the same pattern every time, drop useless loot and need to be spammed for tomestones.

    This is a point where I wonder if SE is paying any attention. Beyond a couple gates to prevent pulling, the dungeons are almost exactly the same template when it comes to dungeon population and pacing. 100% same kind of scripting.

    My beef is that playing favorite jobs in those dungeons was it's own reward by having an overabundance of skills you couldn't possibly find a use for first time inside a new place. Then every conscutive run after was the fun trying to exploit as much as possible of what you had. Now everyone has a decdicated aoe button you press until a pack is dead.

    Dungeons have been the same, jobs have regressed, classes are less than a footnote and to solve boring dungeons instead of doing the sensible things, making sure jobs are fun from moment to moment they use chainsaw to pick a flower by spending Lloyd knows how many hours on Blu skills.
    (2)

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Niyuka View Post
    With 70+ dungeons in the game, they just need to grow some testicles and make a dozen of them actually challenging. Solves a lot of issues. Its no surprise dungeons are unpopular. They are released outdated, follow the same pattern every time, drop useless loot and need to be spammed for tomestones.
    I guess you are unfamiliar with what happened with Pharos Sirius during 2.1. It was noticeably more difficult than Copperbell Mines (HM) and Haukke Manor (HM). Hard enough that players regularly dropped out enough that they needed to add the withdraw penalty.

    Quote Originally Posted by Sloprano View Post
    This is a point where I wonder if SE is paying any attention. Beyond a couple gates to prevent pulling, the dungeons are almost exactly the same template when it comes to dungeon population and pacing. 100% same kind of scripting.
    This design template is the result of how players did 2.0 and 2.1 dungeons. Notice how all the 2.0 and 2.1 dungeons but Haukke Manor (HM) have side paths and many of those side paths have minor optional rewards? Most dungeon runs completely ignored the side paths even when fairly new. The gates were even added to stop tank sac strats likely those used in Amdapor Keep. you may not like it but the devs adjusted dungeon design to how players were doing them.
    (4)