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  1. #1
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Absurdity View Post
    This is where I would have to disagree, they do not need to be easy, they just need to appropriately reward you for the time/effort invested. If dungeons were to become harder the simple solution is to increase the gains per dungeon. Difficult dungeons would reward you with more exp and more tomestones per dungeon, leading to basically the same amount of time invested but also less spam.
    No, they're intentionally easy so they're accessible, and by 'accessible' they mean (no offense to anyone) "so easy a literal toddler can go through it" - not patronizing at all
    (5)

  2. #2
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,677
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Allegor View Post
    No, they're intentionally easy so they're accessible, and by 'accessible' they mean (no offense to anyone) "so easy a literal toddler can go through it" - not patronizing at all
    Which is, ironically, part of the problem. Making dungeons essentially braindead encourages the speed mentality because not only are they incredibly boring otherwise, but the lack of direct feedback to discourage players from wall pulling doesn't exist. Case in point, you'll rarely see Aurum Vale being wall pulled. Why? Between the environmental hazard and mob density makes it not worth the risk. If dungeons as a whole were designed with this intent, mass pulling wouldn't be nearly as common. Likewise, priority mobs would further discourage wall pulling as, once again, the risk outweighs the benefits.

    In other words, in the dev team's pursuit of constant accessibility, they went so far in the opposite direction as to incentivize a mentality those players who benefit from the accessibility actively dislike.
    (11)

  3. #3
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by ForteNightshade View Post
    Which is, ironically, part of the problem. Making dungeons essentially braindead encourages the speed mentality because not only are they incredibly boring otherwise, but the lack of direct feedback to discourage players from wall pulling doesn't exist. Case in point, you'll rarely see Aurum Vale being wall pulled. Why? Between the environmental hazard and mob density makes it not worth the risk. If dungeons as a whole were designed with this intent, mass pulling wouldn't be nearly as common. Likewise, priority mobs would further discourage wall pulling as, once again, the risk outweighs the benefits.

    In other words, in the dev team's pursuit of constant accessibility, they went so far in the opposite direction as to incentivize a mentality those players who benefit from the accessibility actively dislike.
    I personally would love to see more open spaces like Aurum Vale in dungeons. Basically large rooms where you simply don’t need to kill everything in the room. You could blitz through and suffer through a large pack, or stealth by and have less mobs to deal with. Both ways can be good fun and if bored you can always try something crazy in such a situation.
    (3)

  4. #4
    Player
    SturmChurro's Avatar
    Join Date
    Feb 2017
    Location
    Gridania
    Posts
    7,073
    Character
    Sturm Churro
    World
    Marilith
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForteNightshade View Post
    Which is, ironically, part of the problem. Making dungeons essentially braindead encourages the speed mentality because not only are they incredibly boring otherwise, but the lack of direct feedback to discourage players from wall pulling doesn't exist. Case in point, you'll rarely see Aurum Vale being wall pulled. Why? Between the environmental hazard and mob density makes it not worth the risk. If dungeons as a whole were designed with this intent, mass pulling wouldn't be nearly as common. Likewise, priority mobs would further discourage wall pulling as, once again, the risk outweighs the benefits.

    In other words, in the dev team's pursuit of constant accessibility, they went so far in the opposite direction as to incentivize a mentality those players who benefit from the accessibility actively dislike.
    The only room that can't be full pulled is the first one though. Aurum Vale is so highly exaggerated in difficulty. The first pull can be incredibly easy, like literally straight through. People just need to know where (not) to stand and where to pull. Now there are some dungeons with mobs that can't be avoided, a full pull in one of those is usually a wipe with a pug party. There is never a reason to do a full pull in something like Aurum Vale's first room, like no real reason.
    (6)
    WHM | RDM | DNC

  5. #5
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,677
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by SturmChurro View Post
    The only room that can't be full pulled is the first one though. Aurum Vale is so highly exaggerated in difficulty. The first pull can be incredibly easy, like literally straight through. People just need to know where (not) to stand and where to pull. Now there are some dungeons with mobs that can't be avoided, a full pull in one of those is usually a wipe with a pug party. There is never a reason to do a full pull in something like Aurum Vale's first room, like no real reason.
    I don't disagree but I used Aurum Vale more for example sake. Regardless of the justification, it's among the very few dungeons people are cautious towards. That one room scares people more than every single dungeon released in Stormblood and Shadowbringers. Which speaks volumes to have incredibly faceroll they've become. Even just putting that one "treasure room" of sorts in each dungeon would actually make them more interesting, albeit not by much.

    Goes to show just how low a bar we have nowadays, doesn't it?
    (9)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."