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  1. #41
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Puremallace View Post
    How I would fix difficulty:
    1. In game leaderboards utilizing the timer that exist when you solo an instance
    2. No gear reward as this would only be for people looking for smack talking rights and a challenge
    3. Allow people to add modifiers to dungeon when that they can pick in the duty finder. Maybe five options like Bosses do 1x, 2x, 3x, 4x more damage.

    This system allows you to pick an ARR dungeon to speedrun with friends but with different modifiers.
    [...]
    The people asking for more difficult content are normally geared out of this world anyways and want a system they can challenge themselves in.
    Leaderboards don't make content harder.
    They're just there for people who wanna over perform at the already manageable content.

    And there's a lot more to good difficulty than just "enemies do more damage."

    Speedruns are a different kind of challenge than what we're asking for when we say we want harder dungeons. Or at least I'm not.
    (1)

  2. #42
    Player
    Puremallace's Avatar
    Join Date
    Nov 2019
    Location
    Eorzea!
    Posts
    847
    Character
    Pure Mallace
    World
    Siren
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ItMe View Post
    Leaderboards don't make content harder.
    They're just there for people who wanna over perform at the already manageable content.

    And there's a lot more to good difficulty than just "enemies do more damage."

    Speedruns are a different kind of challenge than what we're asking for when we say we want harder dungeons. Or at least I'm not.
    People seem obsessed with bringing a WoW mythic system to FF14 not understanding there is an entire site named Raider.IO on the side not run by Blizzard that runs the entire system that players are required to download.

    Anyone who actually grinds that content and considers it their main content they could care less about gear but pushing higher up and at quicker speeds. You can stick a bunch of affixes that do various things like they do over in WoW but just be aware that if they tie gear to it would be a disaster in ff14.
    (2)

  3. #43
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Personally I’d make dungeons more complex, add a few more lethal mechanics here and DPS checks there and maybe a more aggressive Enrage. Maybe instead of trash mobs bum rushing the tank have DPS prioritize deadlier mobs ie Killer Bees in Quran and the dragons in Snowcloak. Maybe have a few mobs have notable tank busters have aliments like poison and paralyze be more common. Have Stuns be worth using, have floor hazards honestly I’ll I mentioned has been done before in early ARR and HW content and even some Late SB. But for some odd reason the games gotten a lot easier in the dungeon department due to the sheer lack of hazards I mean Anyder first room is a bore, second room and third is only fun if your a healer with average Tank. And bosses are meh.
    (1)

  4. #44
    Player
    Kiarin's Avatar
    Join Date
    Jun 2020
    Posts
    21
    Character
    Kiari Elmynn
    World
    Phoenix
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Jirah View Post
    Maybe instead of trash mobs bum rushing the tank have DPS prioritize deadlier mobs ie Killer Bees in Quran and the dragons in Snowcloak. Maybe have a few mobs have notable tank busters have aliments like poison and paralyze be more common. Have Stuns be worth using, have floor hazards honestly I’ll I mentioned has been done before in early ARR and HW content and even some Late SB.
    That's right. To make dungeons more difficult and fun, one needs not to increase mobs' DPS and HP mindlessly, but to add different mechanics. For example, in every pack can be added randomly:
    - A heavy-hitting mob hidden inside a pack, needs to be sniped, like Quarn bee.
    - A heavy-hitting mob that is invuln until other mobs are dead, needs to be separated and sleeped.
    - A mob that can be damaged only from front/back, needs to be positioned right.
    - A mob that has a ton of HP but takes 5x damage from DoTs.

    And so on. That will also increase replayability, as every dungeon run will meet new composition of such mobs.
    (2)

  5. #45
    Player
    LalafellDown's Avatar
    Join Date
    Sep 2015
    Posts
    761
    Character
    Ultima Ultima
    World
    Tonberry
    Main Class
    Dark Knight Lv 100
    We should get a notorious monster that spawns on a random boss fight at a random time that has to be killed quick while still dealing with the main boss mechanics. Killing the notorious monster will give a XP buff along with loot for every player. Not killing the monster wipes the party.
    (0)

  6. #46
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    imo aren't those just gimmicks? and not really thoughtful lasting design?
    (1)

  7. #47
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by DrWho2010 View Post
    imo aren't those just gimmicks? and not really thoughtful lasting design?
    A lot of different ideas are being pitched.
    What is this in reference to?
    (1)

  8. #48
    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 DrWho2010 View Post
    imo aren't those just gimmicks? and not really thoughtful lasting design?
    Gimmicks can be good as long as they change up optimal completion strategy and are varied enough. For most modern dungeons the optimal strategy is to grab everything you can, pull them to the end of the area, group them up and then burn them down without factoring in what they can do.

    For example, consider how a pull would be effected if a long corridor had one or more bombs or slimes that started casting a wipe causing self-destruct 30s after being aggroed after which they respawn.
    How do pulls change when there exists a terrain effect or enemy ability that gives a long lasting damage resistance buff that can be removed by another terrain effect?
    What happens when there is a stationary monster or object that spawns more monsters?
    (1)

  9. #49
    Player
    Puremallace's Avatar
    Join Date
    Nov 2019
    Location
    Eorzea!
    Posts
    847
    Character
    Pure Mallace
    World
    Siren
    Main Class
    Paladin Lv 100
    So the main issue anyone notices when playing FF14 ESPECIALLLLLLY if you pushed high keys in WoW is that you can flat out ignore boss mechanics and the lack of interrupts/cleanses being that important in instance content. Easiest way to solve that is to increase the damage and health so that you see the mechanics. Mythic plus added a scaling to not only that but various gimmicks thrown in.

    Personally give us the WoW beta Mythic plus system with in game leaderboards. Allow people to design their own dungeons. Slap it right in the duty options as a way of modifying any dungeon on the list. If they want to toss a lot of achievements on there and maybe a side currency for some cosmetic vendor. The most major mistake is Blizzard made Mythic more concentrated around gear and some arbitrary RNG loot piece at the end of the week.

    So if you start in their latest expansion you will never experience the Mythic difficulty from the last expansion because there is no ilvl sync mechanic. It can easily be put into FF14 in a FAR FAR FAR more expanded fashion and done right.

    Duty Example:
    The Wandering Palace
    Difficulty: Savage (All mob health and damage increased by 25%)
    (Selecting Savage difficulty reduces the time allotted to 30 minutes to get the max currency reward)
    Select any modifier (Currency reward increases with more modifiers) and (Ultimate achievement runs grant exclusive titles and mounts for maximum difficulty)
    Start duty

    If you give players the system they will take it and run with it to create an entire new end game content. If you make it in game with achievement, cosmetics and leaderboards then you do not need to worry about outside things like RaiderIO ruining the experience for new people.
    (0)
    Last edited by Puremallace; 08-04-2020 at 02:12 AM.

  10. #50
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    allow people to design their own dungeons? now every dungeon is "The Thousand Catboi Penis Dungeon". plz no.
    (0)

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