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  1. #1
    Player
    catofsnake's Avatar
    Join Date
    Mar 2021
    Posts
    30
    Character
    Yozora Scala
    World
    Sargatanas
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Absimiliard View Post

    Now, on the subject of dungeons:
    Most of us prefer them to be straightforward. We want to get in, do a few wall to wall pulls, and get out. We don't want to have to run around and explore some place that we know we're going to be in five billion times because of roulettes. I'd love a set of optional, savage+ difficulty dungeons on the side, though. Something that allows four skilled players to go in and earn savage-equivalent gear for succeeding.
    I have to question if dungeons *need* to be roulette content to be spammed over and over again, though. Think, why do you want to get in and get out? For your EXP/tomes? But, why do you need that EXP and tomestones? To gear and level up a job to use in higher and higher content, right? But what's even the point if you're not going to be playing harder and deeper content? Even savages after a point don't need max tomes once you learn a fight and get down your rotation.

    I think it's an utter waste of a content slot for dungeons to be forced to be 10-15 minute aoe spam/striking dummy games. A common response I always read when someone proposes complexifying dungeons is "I don't want to have to do this the nth time when I just want to finish my roulette for my exp/tokens". But, this response barely considers the idea beyond an initial glance. Wouldn't exp/tomes be scaled up if the content had a higher average required time? Wouldn't potential optional paths also give a bonus for EXP/tokens? Shouldn't the massive work in art assets, concepts, music, etc. be put to deeper use rather than a mindless piece of content you'll enjoy once and then autopilot the rest of the time . . ?

    It *is* really disappointing to me to look at areas with amazing designs, art, and thematic/vibes such as St. Morcianne's Arbotoreum, and see that in game it is only a straightforwards path of 2 sets of mob packs and boss x3. In that way, virtually all of dungeons can only truly be enjoyed once before they turn into 15 minute button grinders.

    And at the same time, dungeons need to not be the content to be spammed for leveling.
    Either by scaling up the EXP per run ratio, or by creating a new niche of content for small groups to do. In fact, wasn't FFXIV originally meant to be a game where you do quests to level up? A rework of quest exp/levequests could be in order...

    anyways, point is, there's no point in taking a break if the content in of itself isn't interesting/new iterations of the content will be the same.

    Quote Originally Posted by Absimiliard View Post
    FFXIV is already at the point where some dungeon bosses, and not even necessarily endgame ones, are more mechanically involved than some of WoW's mythic raid bosses.
    Oh, and I'm interested to hear what you mean by this/hear some examples. I haven't played any WoW mythics, but that sounds like a rather bold claim.
    (4)

  2. #2
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Absimiliard View Post
    FFXIV is already at the point where some dungeon bosses, and not even necessarily endgame ones, are more mechanically involved than some of WoW's mythic raid bosses.
    Quote Originally Posted by catofsnake View Post
    Oh, and I'm interested to hear what you mean by this/hear some examples. I haven't played any WoW mythics, but that sounds like a rather bold claim.
    Bumping because I would also like to know what's being referenced.
    (1)

  3. #3
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by ItMe View Post
    Bumping because I would also like to know what's being referenced.
    Probably nothing. Ppl just hear rumors and think they´re correct.
    I personally haven´t played WoW that much. I know it got casualized much, but it´s not on the level FF14 is. But i´ve played a bunch of other MMORPG´s and they definately do a better job in case of mechanic designs. Here we´ve stack / spread mechanics, moving to safespots and some debuffs to play around (which mostly last in "move to spot X") meanwhile performing a strict rotation which got already "perfectly" matched into the content by the devs. If i would need to compare the difficulty of dungeons / raids to similar PvE content in other games, FF14 is definately at the last place.
    (3)