Understandable I could live without the in game timer, I could always just time myself or even use fflogs if people wanted to make an outside leaderboard.
The problem is they’ve designed the game in a sense that dungeons are useless. All of the things that matter are trials.
Coil had a sort of dungeon theme to it, although ultimately the final
boss was all that mattered reward wise. Then it was steadily phased out through Alexander and gone by Stomblood. Now you just warp in straight to the boss for a raid.
So raids are trials. The extreme fights are trials. The final big fight of the game in both Stomblood and Shadowbringers was a trial. And all progression based loot drops are acquired from trials and extremes. As well as other desirables such as mounts, I think the only mount you get from a dungeon is the magitek predator.
So what’s the point in dungeons? You don’t get anything worthwhile from doing them and they’ve conditioned us to not care about them by putting all worthy rewards behind trials.
It’s a shame, as I actually like dungeons too. But this game is set in its ways now, I don’t see it getting any better for dungeons.
You can cap on tomestones easily every single week without touching a dungeon.
Hunt trains are 10 times more efficient for tomes, shower you with materia and 8 man and crafted loot is far superior and has never been easier to get. Not to mention dungeon loot is nearly always inferior to the easy-to-get normal mode/tome loot from the previous tier too.
Dungeons in their current state are a waste of development time and are horribly designed. It's a chore everyone overgears where you just zerg to the end, pulling everything in sight and throwing the basics of good play out the window because who cares. You just want it done and over.
I'm disappointed that they're so stubbornly against Mythic+ or actual hard endgame dungeons, that they'd actually give up making half of them entirely instead.
I feel like they've kind of painted themselves into the corner with the way they develop content on this extremely predictable set of cycles.
The dungeons are only one part of their interlocking gear and content patterns and can't just be made better on their own. It would probably be for the best if they completely overhauled the entire system of dungeons, tomestones, and raids, yet they've reached a comfortable point where everyone is fine with it and expects more of the same. If they did redo everything at a suitable point like after another expansion, they risk implementing a worse one than the one they have now, so instead they just continue on and every once in a while reduce the dungeons to try something new.
I am a huge dungeon fan as well... but it really is a shame that there is no real incentive to do dungeons in FFXIV. I don't need the gear from dungeons because it is below my tomestone ilvl and use it simply for company seals which have no real purpose except some crafting mats. Sure you can make money out of the gear you get from dungeons but I highly believe that there are better ways to make Gil ingame. As sad as this this dungeon concept FFXIV has is I support SE in trying something different. Hopefully they come up with something more worthwhile and interesting.
What if they did a map style dungeon.. think Aurum Veil opening area+ branching paths from Thousand Maws an maybe a touch of Eureka where the bosses spawn in to open areas you cleared out once their minions were gone..
So you get a dungeon with many open areas an lots of mobs you can pull as many or as few as comfortable.. then once that area is cleared boss spawns in the same area.. no stop between the final add an boss.. so you wanna work with your party to keep HP/MP and cooldowns ready for the boss.
Once you've completed an open zone its branching paths to the next area.. different mobs and mini bosses spawns depending which pathway you take.. all leading into the second an final boss for the dungeon..
Ofcourse chests down each branching path and chance to get all of them if you backtrack.. maybe add in special random chance mobs that drops chests like from the canals?
The fact that people still call the boss fights "raids" is crazy to me when they are literally just boss fights. The general consensus from raiders in this games (at least the ones I've heard from) tend to hate having to travel to the boss fighting trash mobs and enjoy just starting off there from the jump. I see both sides of the argument...While the mobs and actuallyu travelling into the area to the boss provides a raid-like experience, ultimately they're just for just that. The boss is where the loot is. That's the main objective.Coil had a sort of dungeon theme to it, although ultimately the final boss was all that mattered reward wise. Then it was steadily phased out through Alexander and gone by Stomblood. Now you just warp in straight to the boss for a raid.
So raids are trials. The extreme fights are trials. The final big fight of the game in both Stomblood and Shadowbringers was a trial. And all progression based loot drops are acquired from trials and extremes. As well as other desirables such as mounts, I think the only mount you get from a dungeon is the magitek predator.
I personally enjoy dungeons myself. Mainly because I love the expreience. Going through The vault for the first time (and still to this day) is still awesome for me. Sohr Khai is another good one. Even going through some of the newer ones like Amaurot and Anamnesis Anyder is pretty cool. There are a bunch of cool little details in the background that impress me more than just an arena with a boss. I wish SE would create something where instead of it just being a linear path, create something with branching paths and multiple bosses. Add in puzzles that the party has to work together to solve. Add jumping puzzles that lead to secret areas and bits of lore. Shit like that would be awesome...
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