Results -9 to 0 of 34

Threaded View

  1. #13
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,619
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    The complaints about dungeons being braindead and "big pull and AoE down" meta are both more or less a result of how much we outgear dungeons at release. The average active player tends to outgear expert dungeons by about 30 to 40 ilevels at their release and end the patch cycle as much as 60 to 70 ilevels over. Dungeons that you start out 10 ilevels undergeared and end the patch only 10 to 20 ilevels over would be a significant change.

    I also suggested dungeons that have interest and/or unusual mechanics in the areas between bosses. Can you save all the goblins before the dragons kill them? Dodge and escape the giant invincible killer Tonberries? Will you use the terain traps to speed up killing the trash packs? These are mechanics that make dungeons more than wall to wall corridor pulls.
    It certainly doesn't help with the matter that we outgear them, no, but that isn't really the point, dungeons don't exactly provide a lot of challenges in the first place, especially if you manage to make BiS for a current tier, whether you do or don't incratorpoe unique challenges or points of interest, there's only really so far you can go with a dungeon without adding on a lot of development time. I feel the nr would ovelty factowear down fast before it simply becomes but another weekly chore irrespective of what challenges you may incorporate. Granted, it would give a use to those that are already in Best-in-slot, or near the effective gear cap, but if they're going to add something which necessitates Best-in-Slot, certainly would be nice if that content reflected the expected competency, for example, a savage encounter upscaled.

    The beauty of Unreal trials is that it can take a significant time to complete them, even going as far as a couple of lockouts for the average player and very little in the leeway for errors, a dungeon on the other hand I just don't see the enjoyment factor being there, personally.

    Don't get me wrong, it's an interesting idea, I just personally think the novelty factor for players would wear down pretty fast before it becomes simply another chore.
    (1)
    Last edited by Kaurhz; 12-06-2020 at 01:48 PM.