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  1. #61
    Player
    cheolsu's Avatar
    Join Date
    Apr 2014
    Posts
    187
    Character
    Nabi Yang
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Drakonic View Post
    For all the hate levied against FF13 in much of the playerbase, it sure is interesting how people are just eating current dungeon designs up.
    and the worst of it all is? you don't even need the /comfort emote anymore to get rid of the gremlin debuff. you just esuna it away (yes, i have /comfort on my bars, for the three dungeons that use it)

    it's also worth noting that's what the gremlin at the beginning of the shadowbringers trailer is doing, using Bad Mouth to debuff Derplander with the Misery debuff. this is no obscure move!
    (3)

  2. #62
    Player lezard21's Avatar
    Join Date
    Feb 2021
    Posts
    750
    Character
    Arngrim Hallbjorn
    World
    Louisoix
    Main Class
    Warrior Lv 80
    Even to this day, post ARR dungeons are harder than current "Expert" dungeons. Like a new group will still wipe to Tam-Tara Hard's first boss mechanic of kiting the adds into the boss' AoE, or Haukke Manor Hard's final boss mechanic of DPSing down the adds before the boss eats them, or Halatali Hard's first boss Tail Screw mechanic, or Pharos Sirius in general.

    Meanwhile current "Expert" dungeons you can have scenarios where the Tank or the Healer DCs during a boss fight and you can very easily survive or stall till they reconnect, or even in some cases finish the fight without them.

    I'd be totally fine with Dungeons' quality being standarized if it meant that more time went to developing endgame content like Savage and Ultimates, but instead more time ended up being devoted to fanservice like Nier or bunny boys.
    (3)

  3. #63
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SniperCT View Post
    ...dungeons are like ff13? I had no idea every single fight took 30 minutes no matter how insignificant the mob was.
    Unless you played terribly, even with mere speedrun gear, the longest fight prior to post-endgame content was ~13 minutes.

    An average mob pack, even when minimally geared? Under 2 minutes.

    :: On your other points, though, agreed. Just wasn't sure what you were going for with that hyperbole.
    (1)

  4. #64
    Player
    Gobio's Avatar
    Join Date
    Nov 2020
    Posts
    53
    Character
    Gobio Benji
    World
    Ramuh
    Main Class
    Archer Lv 80
    If difficult increase means damage / hp, more mechanics based on established raid language (like face away, stack, dont stand infront of boss, hide behind stuff when boss cast long spell etc...), then it is fine.

    But if it is a specific mechanics, then there are simply too many dungeons out there to remember. Pretty much reduce to either you remember this dungeon mechanics,or your team die once so you can all remember it... Kind of annoying. "ahh I remember now for this random stormblood dungeon (out of hundreds? that we can zone into), third boss, we need kill mob z, y, z in that order when he cast Y, do this so we don't wipe". Is this fun? (you can say yes, just that it could be annoying...)
    (1)
    Last edited by Gobio; 07-16-2021 at 12:46 PM.

  5. #65
    Player lezard21's Avatar
    Join Date
    Feb 2021
    Posts
    750
    Character
    Arngrim Hallbjorn
    World
    Louisoix
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Gobio View Post
    If difficult increase means damage / hp, more mechanics based on established raid language (like face away, stack, dont stand infront of boss, hide behind stuff when boss cast long spell etc...), then it is fine.

    But if it is a specific mechanics, then there are simply too many dungeons out there to remember. Pretty much reduce to either you remember this dungeon mechanics,or your team die once so you can all remember it... Kind of annoying. "ahh I remember now for this random stormblood dungeon (out of hundreds? that we can zone into), third boss, we need kill mob z, y, z in that order when he cast Y, do this so we don't wipe". Is this fun? (you can say yes, just that it could be annoying...)
    Definition of fun varies from person to person. To you unique mechanics is annoying because you don't like wiping and learning.

    To you big Hp and damage is fun. To me big Hp is artificial difficulty and annoying. It is the core problem with Delubrum Reginae (specially if half the raid is not using essences which is what happens if you queue for it instead of PF) since the bosses are all super easy and don't have any challenging mechanic, just an insane amount of Hp that as a consequence have you seeing each of the easy mechanics multiple times throughout the fight. I don't see how seeing the same mechanic a 2nd time in the fight could be harder than the first time, just annoying, thus artificial difficulty. Big damage has the same issue if it's not tied to a mechanic. If the boss has a mechanic that kills you or nearly kills you for doing it wrong then it's fine, but if the boss is just hitting hard or spamming raidwides then it's artificial difficulty, since it's just a matter of wether your healer can outheal the raidwides.
    (4)

  6. #66
    Player
    Wilford111's Avatar
    Join Date
    Jul 2017
    Posts
    676
    Character
    Faux Ears
    World
    Hyperion
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Jin- View Post
    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
    Definitely not a meme. I remember a few years ago when I was new and in my first FC, I unlocked Aurum Vale and asked if anyone wanted to do it with me. They all said that dungeon sucks, and opted to just unsync and carry me through the whole thing.

    I appreciated the sentiment, but was pretty disheartened when I saw all of this game design flying by and missing out on it. New players to this day probably are put in this same situation but not as often because of the heavy nerfs.
    (1)

  7. #67
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Wilford111 View Post
    Definitely not a meme. I remember a few years ago when I was new and in my first FC, I unlocked Aurum Vale and asked if anyone wanted to do it with me. They all said that dungeon sucks, and opted to just unsync and carry me through the whole thing.

    I appreciated the sentiment, but was pretty disheartened when I saw all of this game design flying by and missing out on it. New players to this day probably are put in this same situation but not as often because of the heavy nerfs.
    Aurum Vale is fine. It just has incredibly difficult mechanics like "click the thing after getting 2 stacks of debuff", "dodge out of the big circular AoE", "dodge out of the big linear AoE", and "kill adds".
    (5)

  8. #68
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Aurum Vale is fine. It just has incredibly difficult mechanics like "click the thing after getting 2 stacks of debuff", "dodge out of the big circular AoE", "dodge out of the big linear AoE", and "kill adds".
    You can't pull all enemies in the first room. 99% chance you die if you do. And for the average XIV player not being expected to pull everything warrants pikachu :O face and they don't like it.
    (6)

  9. #69
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,611
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by ReynTime View Post
    You can't pull all enemies in the first room. 99% chance you die if you do. And for the average XIV player not being expected to pull everything warrants pikachu :O face and they don't like it.
    100% chance the healer dies, as any heals will pull aggro before the tank can get there. After that, 100% change the whole party dies if the healer doesn't rez and get back to healing quick enough.

    I still remember the head of our FC taking me through Aurum Vale to learn how to properly use the Bard's AoE. Lots of time spent in that room back in ARR. Good times.
    (0)

  10. #70
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ReynTime View Post
    You can't pull all enemies in the first room. 99% chance you die if you do. And for the average XIV player not being expected to pull everything warrants pikachu :O face and they don't like it.
    I mean, they just came out of Stone Vigil. Your Sprint gets you less than half way to the door. Darkhold was more the exception to then-recent trends in that it gives you literal cheese tools (via the crystals' massive mitigation aura) for its first large pull.
    (3)

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