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  1. #1
    Player
    SillyCrow's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    172
    Character
    M'yahrah Raha
    World
    Exodus
    Main Class
    Machinist Lv 100
    I can't help but agree with you but I don't really see how you can make them more appealing. Fact is these are 95% thrash pulls with a few AoE to break up your positioning from time to time. Just a chore to get through and get to the actual content that is the story, trials and stuff.

    Having extra hazards on the course just makes it annoying. Aurum Vale is kinda an exemple. If there's more chance to wipe then you spend more time in the dungeon and then you don't want to run that dungeon again unless you are forced to.
    (1)

  2. #2
    Player
    BehindTheFlowers's Avatar
    Join Date
    Jul 2016
    Posts
    48
    Character
    Minty Shoka
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by SillyCrow View Post
    Aurum Vale is kinda an exemple. If there's more chance to wipe then you spend more time in the dungeon and then you don't want to run that dungeon again unless you are forced to.
    Aurum vale was the first real test of your metal on the way to endgame. It was where people learned that it was no longer a snooze fest going for dungeons, and in the future they where asked to do more things then just sit and listen to podcasts, eat a sandwich and chat with their friends on Discord, while tanking a dungeon.
    The cyclops was the great boss where you suddenly had to keep your eyes open and learn the signals he send you. Something that till now had been spoon fed to players by the developers. Now they threw you for the wolves by letting you have to use the top floor of your body and actually do a bit of thinking.
    On top of that it was a dungeon you easily could avoid. Just don't unlock it and you where golden.

    Personally I like to see there is a bit more bite to it in the dungeons, then just having to spend 20 minutes being bored for a few tomes. I rather spend my 20 minutes being on my toes and in the end be rewarded with the feeling that it was a job well done. Each party pulled their part off just right and we made it through in the end.

    So this go out to all the dungeon devs.
    Please, bring back Aurum Vale to its state before telegraphed attacks and nerfed bosses. And when you create dungeons in the future. Be creative, do things out of the norm, and try out new stuff. Like the boss in the lvl 65 dungeon where you have to position yourself right to pass.
    It is things like the old Aurum Vale and that last mentioned dungeon that makes them fun. The rest just turn in to one same grey mass of something with a titel of dungeon no one really bother to remember. So bring in some sas, bring in some challenge, don't fear to be creative and challenge the players. The victories are sweeter when its been a good fight with a bit of a challenge to the player.
    (7)

  3. #3
    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 BehindTheFlowers View Post
    Aurum vale was the first real test of your metal on the way to endgame. It was where people learned that it was no longer a snooze fest going for dungeons, and in the future they where asked to do more things then just sit and listen to podcasts, eat a sandwich and chat with their friends on Discord, while tanking a dungeon.
    The cyclops was the great boss where you suddenly had to keep your eyes open and learn the signals he send you. Something that till now had been spoon fed to players by the developers. Now they threw you for the wolves by letting you have to use the top floor of your body and actually do a bit of thinking.
    On top of that it was a dungeon you easily could avoid. Just don't unlock it and you where golden.

    Personally I like to see there is a bit more bite to it in the dungeons, then just having to spend 20 minutes being bored for a few tomes. I rather spend my 20 minutes being on my toes and in the end be rewarded with the feeling that it was a job well done. Each party pulled their part off just right and we made it through in the end.

    So this go out to all the dungeon devs.
    Please, bring back Aurum Vale to its state before telegraphed attacks and nerfed bosses. And when you create dungeons in the future. Be creative, do things out of the norm, and try out new stuff. Like the boss in the lvl 65 dungeon where you have to position yourself right to pass.
    It is things like the old Aurum Vale and that last mentioned dungeon that makes them fun. The rest just turn in to one same grey mass of something with a titel of dungeon no one really bother to remember. So bring in some sas, bring in some challenge, don't fear to be creative and challenge the players. The victories are sweeter when its been a good fight with a bit of a challenge to the player.

    Dungeons like AV are the minimum I wish they'd do with optional 4 or 8 man dungeon challenges. IMHO they should either be fixed-party only or have separate roulette categories so whiny players who like netflix'able content can just not run them.
    (6)

  4. #4
    Player
    Uvi_AUT's Avatar
    Join Date
    Aug 2021
    Posts
    10
    Character
    William Cainhurst
    World
    Zodiark
    Main Class
    Conjurer Lv 54
    Quote Originally Posted by ReynTime View Post
    Dungeons like AV are the minimum I wish they'd do with optional 4 or 8 man dungeon challenges. IMHO they should either be fixed-party only or have separate roulette categories so whiny players who like netflix'able content can just not run them.
    I dont know that particular dungeon, but if its one you must do in order to advance the story, then no. If its an optional dungeon, then I would have no problem with it being hard.
    (0)

  5. #5
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Uvi_AUT View Post
    I dont know that particular dungeon, but if its one you must do in order to advance the story, then no. If its an optional dungeon, then I would have no problem with it being hard.
    It´s one thing to have dungeons as a MSQ, but it´s another if they´re completely braindead. Of course ppl should enjoy the main story, but it doesn´t help anyone if you just run straight through the dungeon and spam aoe into a big pull. The core aspect "dungeon" fails completely in this game.

    Other games did a way better job. Dungeons are a bit more challenging, but you get way better loot to prepare yourself for what is coming next. In some games they´re only optional, but promise rare items. Others do even have harder versions of the original ones to prepare yourself for raids.
    But dungeons in FF14 has become a timewaste. I don´t need to run from an invisible wall to another, just to progress in the main story. It´s even a waste of time and efford from the devs. Building up beautiful environments noone will take care for unless you´ll get matched via daily roulette once again in those dungeons. SHB dungeons are even the worst i´ve ever seen in any MMORPG. Battle for Norvrandt ftw!
    They´re just boring and don´t bring anything to the player. Then those players start to raid, suck and cry "too hard, pls nerf"... no wonder if you just played low budget content before and relied on the simplified classes and mechs.

    (And tbh... i´ve never played any other MMO where loot has become so useless. I can run with my level 70 gear easily to level 80. A dungeon might takes 2 minutes longer because i miss stats for DPS, but that´s all. Even in old Roulette - Raids with an Alt i can sit on 20k max HP while the rest of the party has 40k+. I´ll still survive and do my job. It´s ridiculous.)
    (1)
    Last edited by ssunny2008; 08-31-2021 at 07:56 AM.

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