Unfortunately it's also bad in Pokemon, but in a whole different level. AND still the last gen became one of the best selling ones for the franchise.
As consumers ,we should also stop quoting sales as some sort of counterclaim. Big wig companies profit margin means nothing and popularity isn’t a scale to gauge quality, makes sense to reaction but high demand isn’t always high quality. As we see here and there *sip*
I mean... ShB dungeons have all those things too....I had much more fun with stormblood than Shadowbringers.
Doma Castle has hazards, Castrum Albania has small DPS checks for speed, Kugane Castle has vital mobs that self destructed, Temple of the Fist has hazards and a DPS buster, Skalla had awareness mechanics that weren’t telegraphed, The Burn had hazards and Enfeeblments that were deadly, Ghimlyt had on-route mechanics like stacks and aoe circles. SHB has.........
Good music?
On top of my head:
Hazards: Mt. Gulg, Twinning
Small DPS check: Amaurot
Self-destruct enemies: Amaurot
DPS buster: Qitana Ravel, Grand Cosmos
Awareness mech that wasn't telegraphed: Dohn Meg, Qitana Ravel, Malikah's Well, Mt. Gulg, etc. (Actually most ShB dungeons have these mechs, the reason it's easier is because you already see how the trusts do them and follow where they go)
Dangerous debuff: Grand Cosmos
Moving mechs/AOE or continuous AOE: Holminster Switch, Malikah's Well, Mt. Gulg, Grand Cosmos, Pagl'than
With this player base? I'll take style over substance. To many people, CT raids and extreme trials are considered savage level content.
And what are you going to appeal to to make this attractive to the company who's business it is to publish this game?
"But you'd have a really quality game that a smaller playerbase would appreciate a lot" isn't a super strong case.
While Yoshi P and his crew have a great dedication to quality and enjoyment.. they aren't the ones who decide whether the funding keeps going for the servers and development.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
I think dungeons have a lot of substance. I don't really get why people want dungeons to be a maze. That just makes people fight with one another about which way to go, until the community decides the "best" way and then everyone goes that way anyway and it might as well be a line.
honestly yeah, as much as people wanna posture about wanting more difficult content, it all becomes terrible the moment you get paired with a bad party.
The novelty of having more difficult dungeons would wear off quick. Wiping for an hour in a roulette because I got paired with Cloud Uzumaki and No'DPS McHealerson isn't fun.
I would enjoy more difficult content in this game. In dungeons, in raids, in everything. A perfect example of difficulty I’d love to see in this game every time is Orbonne Monastery pre nerf. It was difficult enough where wipes did happen, yet not so hard a random group of strangers couldn’t overcome if they were decently organized. I would like dungeons to be this level of difficulty as well. I stopped running bier a long time ago. The game, simply put, has become too easy.
If people quit as soon as they get it, so be it. I’ll wait for another person to join. If everyone leaves? I’ll queue again. I want to overcome, not snooze through the game.
This comes with a caveat, I would like the dungeon and mechanics itself to become harder, not rotations. Optimizing my rotations to be the best I can ultimately has me staring at my hot bar half the time, to see if something procd or quickly check a timer, etc etc. And honestly I don’t find that aspect too fun. I say this as someone who’s cleared all savage tiers in SHB and I think I’m at the point where the rotations are about as complex as I’d like them to get. No more please.
I also suspect the complexity of the rotations is what has people being so mediocre in game, because they are pretty nuanced. So if you put no effort in understanding the “mathematics” of their job they are just terrible and make everything take forever in what is boring dungeons difficulty wise. Very apparent in level skips. I think buffing the base “freestyle” damage of a player and increasing the complexity of the content would be a good compromise. I would rather have freestylers clear content at a decent pace and high end players absolutely shred dungeons than have high end players clear at a decent pace and freestylers take 1 hour.
Alternatively they could also add the echo to a dungeon, it’s hard and if you fail enough it keeps getting easier so people can eventually clear.
Agreed, Dungeons just feel like a main scenario for 4 people not real Dungeons. the game needs higher difficulty and less linearity in dungeons. Also would love to see some rare loot like mounts and ect.....
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