I prefer 1 dungeon per patch, but I was expecting more battle content elsewhere with it. In SHB we did not get that. Instead we got more crafting and gathering content, which was fine, but at the same time was crazy overkill. We basically received enough gathering and crafting content for 3 expansions worth in SHB.
We got a lot of battle content in Bozja. We actually got more bosses in Bozja (critical engagements) than we would get if we had an extra dungeon per patch!
I would say 2 dungeons per patch if the shadowbringer's dungeons were more varied than hallways with 2 mob packs before wall hits, as it is now it won't really make a difference for me. Though maybe 2 dungeons per patch may make doing experts less broing for a bit.
Exactly why I made this thread. Just to point out, Thea Hero's Gauntlet was released August 11th. I don't recall if 5.3 or 5.4 was the patch that got really affected by the pandemic but regardless with 1 dungeon per patch we will always end up with 1 dungeon being there for a long time.
We already had 1 large area (Diadem) and 1 promotional trial (Proto Ultima which replaced a boss in Dun Scaith) in Heavensward, so every odd-numbered patch had a Hard Mode dungeon removed in Stormblood in exchange for 1 extra trial (Rathalos) and 3 Eureka areas that are far better than any dungeon could hope to be.
In Shadowbringers, we could argue our 2 relic areas and (assuming 2) CE raids and DR are what the 4 Eureka areas would have been and that MM Extreme would be like Rathalos, but that doesn't account for DR Savage, firmament fates and ocean fishing which involve boss or area design work like dungeons do.
That is true but I use that as a comparison to Eureka where we got 4 zones. Those 4 zones development time just got broken down into 2 zones with 3 raids. There are some very unique CE in Bozja.
I just dont like all eggs in one basket, but perhaps that will change in EW with Hildibrand and other side content.
Bozja might as well not exist to a whole, whole lot of people; so heck yes, more dungeons.
Yep, like I said. I don't see itIn Shadowbringers, we could argue our 2 relic areas and (assuming 2) CE raids and DR are what the 4 Eureka areas would have been and that MM Extreme would be like Rathalos, but that doesn't account for DR Savage, firmament fates and ocean fishing which involve boss or area design work like dungeons do.![]()
I think this is the problem with the argument that there is less content in Shadowbringers. It's not that there is less content but rather that those people didn't do it or have an interest in it because they aren't into relic weapons, fishing, crafting or gathering.
I wasn't into these things but I participated in the content anyway and it was fun.
Personally I would rather have two dungeons. One for the MSQ and one that is savage or extreme tier in difficulty.
I'm fine with one dungeon but putting more depth into the dungeons.
Things like 1-2 junctures that change randomly to make your route through the dungeon different. Or stuff like switches and/or boss mechanics that change a part of the route you'll take. Not puzzles (who wants puzzles in a daily grind anyways) but just something to offer some kind of variation, more or less on the level of weather changes, you know, something that doesn't affect the rewards nor the time required to do the dungeon, but still give you a different feel.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
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