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  1. #1
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    I think it's pretty unacceptable that we've been getting less and less dungeons each expansion and they aren't even any different. They still follow the same copy and paste formula, no alternate paths, no creativity at all in them. If you're gonna give us less and less, at least make the ones we do get unique.
    (5)

  2. #2
    Player
    Roeshel's Avatar
    Join Date
    Apr 2021
    Posts
    441
    Character
    Kael Yoshim
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by FoxyAreku View Post
    I think it's pretty unacceptable that we've been getting less and less dungeons each expansion and they aren't even any different. They still follow the same copy and paste formula, no alternate paths, no creativity at all in them. If you're gonna give us less and less, at least make the ones we do get unique.
    Mt. Gulg is the best dungeon with the largest pull possible in the entire game and it's awesome to do it with WAR. That is a quality upgrade for me.

    Having different paths like in The Thousand Maws of Toto-Rak is awful. You just run across 1-2 mobs and some random chests. That's not creativity, it is waste of time.

    The mechanics of the Shb dungeon bosses are far more interesting than those of the dungeons from previous expansions.
    (1)

  3. #3
    Player

    Join Date
    Dec 2014
    Posts
    1,682
    Call me the minority, but I enjoy dungeons the way they are. They're good for leveling, getting tomes and other sundry items, glamour farming, generally derping around with friends, and *practicing mechanics*. I think this last one is most important. Dungeons give us the opportunity to practice mechanics on various classes before going into the 8 and 24 player content where they actually matter.


    I agree that the two-packs and a boss recipe gets boring, but anything will be boring after a while. Larger dungeons with more varied pathways will not only get boring, they'll get *tedious* after a while, leading to the old Aurum Vale syndrome. Roulette dungeons are pretty much the best of a bad situation so the best we can do is put our heads down and get them done with as little fuss as possible for those weekly tomestones.
    (7)

  4. #4
    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 Roeshel View Post
    Mt. Gulg is the best dungeon with the largest pull possible in the entire game and it's awesome to do it with WAR. That is a quality upgrade for me.

    Having different paths like in The Thousand Maws of Toto-Rak is awful. You just run across 1-2 mobs and some random chests. That's not creativity, it is waste of time.

    The mechanics of the Shb dungeon bosses are far more interesting than those of the dungeons from previous expansions.
    Boss mechanics have no connection with the design of the dungeons themselves.
    ShB dungeons have NOTHING that sets them apart aside from setpieces.
    (8)

  5. #5
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Roeshel View Post
    Mt. Gulg is the best dungeon with the largest pull possible in the entire game and it's awesome to do it with WAR. That is a quality upgrade for me.

    Having different paths like in The Thousand Maws of Toto-Rak is awful. You just run across 1-2 mobs and some random chests. That's not creativity, it is waste of time.

    The mechanics of the Shb dungeon bosses are far more interesting than those of the dungeons from previous expansions.
    Totorak is a very poor example. "More enemies to pull at once" is not variation either, it's still the same boring formula with enemies that hit like wet noodles.

    There's so many ways you can spice up dungeons so they are a different experience between runs without just having hallways with nothing in any of them like totorak. Don't know why you even brought that place up, it's entirely an example of how *not* to do it.

    I really struggle to call any dungeon boss 'interesting', either...different strokes on that point.
    (2)
    Last edited by FoxyAreku; 10-03-2021 at 07:39 AM.

  6. #6
    Player
    Steelbreaker25's Avatar
    Join Date
    Dec 2018
    Location
    Gridania
    Posts
    95
    Character
    Qasar Bayaqud
    World
    Mateus
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by FoxyAreku View Post
    Totorak is a very poor example. "More enemies to pull at once" is not variation either, it's still the same boring formula with enemies that hit like wet noodles.

    There's so many ways you can spice up dungeons so they are a different experience between runs without just having hallways with nothing in any of them like totorak. Don't know why you even brought that place up, it's entirely an example of how *not* to do it.

    I really struggle to call any dungeon boss 'interesting', either...different strokes on that point.
    You got any examples?
    (0)

  7. #7
    Player
    Melorie's Avatar
    Join Date
    Mar 2016
    Posts
    682
    Character
    Melorie Valliere
    World
    Behemoth
    Main Class
    White Mage Lv 81
    I agree that, given that now you can do it with trusts, at least post-expansion-launch dungeons, such as the ones that you do in the between patches and composes the expert roulette should be a bit more challenging. I came back from a break, and I've been running expert and honestly? The only thing that changes from a low lvl dungeon run is the fact that I at least have my full skill kit, which I suppose doesn't mean much as a healer, but aside from that both dungeons are way too easy. I kinda miss the level of Baelsar's Wall and The Burn. I'm not even asking for some mind-blowing design here, I'm literally throwing examples already in-game.

    Matoya's specially was a huge disappointment, even though I love the aesthetic and the final boss. Palgth'an was a bit better because it's always fun to see the storytelling involved, but still, mechanic-wise is... blergh.

    As always, suggesting anything more than a snooze-fest is seen as a waste of time. God forbid, feeling engaged by this video-game.
    (5)