They don't even have to create new instance for 4man. Just look no further than Guildhest. Copy, paste, adjust some values, add a little spice of life and congrats: you now have Guildhest Expert, your daily 4man challenge.




They don't even have to create new instance for 4man. Just look no further than Guildhest. Copy, paste, adjust some values, add a little spice of life and congrats: you now have Guildhest Expert, your daily 4man challenge.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.




You can try those dungeons minimum item level, which can make them a lot harder. You will probably beat them but they will sometimes make you think and involve deaths because the enemy damage is higher.
You can try doing 8-person extreme trials as an undersized party of 4. Some of them can still be challenging with only 4 people, so it can still be something that you overcome together.
You can also try POTD from floor 101, HoH and Rathalos as others pointed out.
You can try those dungeons minimum item level, which can make them a lot harder. You will probably beat them but they will sometimes make you think and involve deaths because the enemy damage is higher.
You can try doing 8-person extreme trials as an undersized party of 4. Some of them can still be challenging with only 4 people, so it can still be something that you overcome together.
You can also try POTD from floor 101, HoH and Rathalos as others pointed out.
Those dungeons are still pretty easy, unless the party constantly fails in avoiding the AoEs.
The second suggestion... This one is pretty good, and might do as well to keep some busy time, but still it would be nice to have current content with proper rewards for the challenge.
This is for me personally, so won't really apply to everyone out there, but I've had my fair share of PotD and HoH runs already - because it was my go-to challenging 4-man conten... I can't really get myself to go through those floors again.Not that I find the challenge boring, but seeing the same thing over and over again gets old. Plus, not really a breaking point, but it adds: I really hate some pre-ShB job kits <cough> BLM <cough>.
Hm! It would be nice if Guildhests got "revitalized" as a concept for 4-man challenging content. Though, I think just a copy paste would be a really low quality job. For that to be on par with their EX content, they would have to add new mechanics and whatnot... So why not to use the resources to just make brand new fights?


I wish. Too bad the casuals in this community will not let it happen
It's easy to say "I want more hard content to do" but few players participate solely because they enjoy the content. Long term participation tends to be motivated by rewards.
Would you maintain interest in the harder content if all you were earning was a handful of tomestones a week?
I do feel like harder content should be available for people that want it though, and that harder Dungeons are a good way to create accessibility to do it.
I would only do it if the loot was pretty enough, or worth my time. But lots would still do it.
Semi related, but unskippable cutscenes aside, I did like the "8-man dungeon" concept the MSQ tried doing and wish there were more dungeons like that, though it's highly unlikely at this point.
Now on topic, I'm up for hard mode dungeons, since we can all agree that aside from story purposes, they're really just there for glamour farming. That said, I'm vehemently against timers like WoW's M+, that's just inviting toxicity.


Without adding something like Pomanders/Mega-Potions or other gimmicks, any "extreme" or "savage" 4 man content just puts added difficulty on specifically the healer. Because if they die, in which case, RDM becomes a popular DPS choice because of Verraise. There's also a hard limit on how difficult or complex mechanics can be with only 2 dps 1 healer and 1 tank. Stack/spread/look away/move/don't move. Like what else can you really do? Since you only have 1 healer, unless you add temporary items or special actions, it puts extra stress on the healer more than the dps and tank.


I'd like Savage/Extreme dungeons.
Dungeons in XIV feel incredibly underutilized as they are. They're pretty, but that's about the extent of it for the most part. They tend to feel somewhat disjointed from the world, with bosses inside of them who hold little meaning most of the time (like the Lightwardens, who I had hoped to be more like characters in their own right than one-off encounters you smash through as if they were nothing). And they don't feel exciting to explore, since it's mostly a hallway > boss arena > hallway.
Holminster visually, for example, is interesting but it lacks the sort of atmosphere and stops feeling like a place the moment you realize you can't explore it at all.
Dungeons are very easy, which is why I'd like more challenging versions. Kind of weird when a WAR can solo a current end-cap dungeon.
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Not that I find the challenge boring, but seeing the same thing over and over again gets old. Plus, not really a breaking point, but it adds: I really hate some pre-ShB job kits <cough> BLM <cough>.




