Some of the most "non linear" dungeons with the most varied boss mechanics in the game are the most hated: Thousand Maws, Aurum Vale.
I have my doubts that the current population wants more of that.
Some of the most "non linear" dungeons with the most varied boss mechanics in the game are the most hated: Thousand Maws, Aurum Vale.
I have my doubts that the current population wants more of that.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
Dungeons are garbage in this game. Especially this run on rails, pull 2 packs and AoE them down. Repeat.
ARR dungeons were at least unique and HW had even some challenge in them before nerf hammers.
Watching a lot of these new streamers and youtubers melting bosses down. Before the tank has time to turn the boss away they already lose like 15% of hp
This game lacks difficulty setting between braindead level and very challenging.
Last edited by Jin-; 07-10-2021 at 07:48 PM.
Aurum is the best ARR has and I know many who thinks the same. Its more like a meme that it's a bad one
Thousand Maws is detested because it's slow. The whole green slime at the end accomplishes nothing but to slow you down; there are no big pulls, especially due to our low level, and none of the added corridors lead to anything. In general, this is the problem with this argument. You can't expect people to care about branching paths if all you do is toss a snippet of lore text on the floor or a coffer with mostly useless gear. There needs to be a reason for players to branch off, but the dev team doesn't want to think of one.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
This would never work. You know the amount of complaining that'll happen. Look the dungeons that even TRIED to do this in arr people groan at getting. Noone wants this. People just want to spin dash to the finish. I know it sounds nice and all but over all noone would like ideas like this in dungeons. Hell just making things harder is a no go. Look at the mist dragon. - And THAT wasn't that hard.- People even complained about story dungeons being too hard in stormblood and that got us - VERY EASY MODE- :c
Complicated dungeons are great ... in a *single player game*.
Or I guess if you always, always go in with a group of friends, AND they're difficult as well as complex. Maybe.
The dungeons you're pointing out as the pinnacle of ARR dungeon design are nigh-universally loathed as the worst possible roulette results.
It's interesting to see the disconnect between those who post on forums and those who post elsewhere or just play the game. I used to be upset by it but now I'm just intrigued.
Put bluntly, I think this is breath wasted. There are a myriad of reasons the dungeons are what they are and the 'substance' of them exist in manners that are different. I'm not going to expound on that here because it's a dead horse. Put bluntly, dungeons are roulette fodder. They have their purpose and exploration isn't it.
What I would like to see them spend the time away from making these dungeons to create true exploration content. I think we'd be well served by another Deep Dungeon that rewards exploration at a higher level than what we currently have accessible. Because when I see the descriptions of what people want - Deep Dungeon is the first and strongest example of something we already have that fits those desires. So I feel that's the route to go here for satisfying that itch. So, instead of complaining about roulette fodder, I'd like to see them revisit and improve upon Deep Dungeon based content so that those who want to enjoy diving into branching environments have a place to go that's recent.
No I can confirm that it's not a meme and has never been one. Sorry but this isn't one of those situations where it's ironically 'bad' and secretively good. They've actively nerfed this dungeon and I've still, recently seen people still take the half-hour-hand-slap to avoid this dungeon. Sorry but I think you've been misled there.
Last edited by Hyrist; 07-10-2021 at 08:54 PM.
You want harder dungeons that is what Hard mode is for, yes they dont seem to bring out Hard modes lately but that is what they were ment to be the normal mode is for gearing up for Alliance raid and normal raids. Hard modes are for those who wanted a challenge, maybe they can make extreme mode dungeons for those who want it harder still?
Aurum is just a hallway with one annoying trash room how is that the best out of ARR lol
Personally I'd say maybe Qarn is probably the best but I'm mostly blanking on any other dungeon having anything other than kill trash -> kill bosses going on.
I... don't think that's exactly what the game follows, though. "Hard" mode only appears to be merely semantics, because the dungeons (despite being in the same themed area) are completely different, and tuned for the relevant level cap of that expansion.You want harder dungeons that is what Hard mode is for, yes they dont seem to bring out Hard modes lately but that is what they were ment to be the normal mode is for gearing up for Alliance raid and normal raids. Hard modes are for those who wanted a challenge, maybe they can make extreme mode dungeons for those who want it harder still?
The word "hard" just appear to exist to diferentiate the title of the dungeon entry - not as to indicate it being challenging over other same level dungeons. Of course, a level 50 Satasha is certainly harder than the level 15 version, but they are just as difficult as, for example Snowcloak, which is another level 50 dungeon but without "hard" in the name.
In short, there is no real "hardmode" for dungeons in FFXIV, and I would certainly welcome such an addition. Maybe they could just brand it "Savage" since the word hard is already claimed for that other reason.
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