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  1. #1
    Player
    BelegErkhten's Avatar
    Join Date
    Aug 2020
    Location
    Not Finland
    Posts
    114
    Character
    Beleg Erkhten
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Zomkei View Post
    they removed them in dungeons not raids, and i think the point was to replace them with gear. these chests will never hold gear since its not locked behind a boss. they also don't drop anything rare either, just times were different during ARR.

    and the reasons we don't have those mini dungeons is because back then we found ways to cheese them, such in turn 1, the tank pulled every single mob and sacrificed themselves so no one had to fight. in t10, they had a ninja sneak by the mobs and activate the short cut and beyond that, a lot of folks activated the shortcut to the boss and gave away (and sometimes sold) their progress so that other groups can just go straight to the boss. there was a lot of complaining on the useless fighting that SE just did away with it
    Well what is stopping them from just making it like a modern Dungeon where you actually need to kill the Mobs to advance to the boss room? You could make the dungeon Mobs be able to see through stealth for good measure.


    And while we are on the subject of ARR dungeon design I would kill for more non-linear dungeons, stuff like Haukke Manor where you have branching pathways instead of being one long FFXIII-esq hallway stuffed with encounters.
    (0)

  2. #2
    Player
    Zomkei's Avatar
    Join Date
    Aug 2013
    Posts
    760
    Character
    Decayed Corpse
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by BelegErkhten View Post
    Well what is stopping them from just making it like a modern Dungeon where you actually need to kill the Mobs to advance to the boss room? You could make the dungeon Mobs be able to see through stealth for good measure.


    And while we are on the subject of ARR dungeon design I would kill for more non-linear dungeons, stuff like Haukke Manor where you have branching pathways instead of being one long FFXIII-esq hallway stuffed with encounters.
    i would assume whats stopping them is the complaints. and its pretty much the same for the dungeons. even if they had branching pathways, most folks will just rush the path that meant the quickest to the end.
    (3)

  3. #3
    Player
    MsMisato's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lomensa
    Posts
    806
    Character
    Khloe Stardew
    World
    Siren
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by BelegErkhten View Post
    Well what is stopping them from just making it like a modern Dungeon where you actually need to kill the Mobs to advance to the boss room? You could make the dungeon Mobs be able to see through stealth for good measure.


    And while we are on the subject of ARR dungeon design I would kill for more non-linear dungeons, stuff like Haukke Manor where you have branching pathways instead of being one long FFXIII-esq hallway stuffed with encounters.
    I mean Haukke and Haukke HM was more of an over drawn thing. THe only thing interested was the HM version and that was if you took to long to kill the succubus she would turn the Wood Wailer into a monster.

    The only two dungeon that was remotely interesting to me was believe it or not was Satasha as there was some very dark undertones in the NPC conversations and Tam Tara HM as that was just messed up and all kinds of creepy with the letters and the boss. But in the end majority of the dungeons are just straight go from point a to point b.

    Truth be told, once SE got rid of the fog on the maps, there was no point in exploring the dungeons honestly. As I pointed out there were only a couple of dungeons that may have been worth exploring as I mentioned.

    But its why I look forward to new 24 and 8 man raids. instead of dungeons now.
    (0)