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  1. #1
    Player
    Poisonous's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    136
    Character
    Leezil Paige
    World
    Balmung
    Main Class
    Scholar Lv 80
    Quote Originally Posted by KizuyaKatogami View Post
    There’s a different between being overly complex or being just the right amount. The main issue here is the stark difference between ShB base game dungeons and then the expert dungeons. The expert dungeons are incredibly streamlined compared to the base game counterparts. Especially gauntlet,matoya,and paglthan. We lost out on expert dungeons because they said they were supposedly putting more effort into the ones we do get, however they’re just streamlined versions that are worse than the sb dungeons lol.
    They streamlined versions that are in your opinion worse. I thought they were better. They were exciting parts of the story, full of great details, but streamlined so that players can run them quickly without getting annoyed at daily roulettes.

    My experience is noticeably better because I'm not stuck waiting for newbies to run around in the right direction or listen to instructions.
    (2)
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  2. #2
    Player KizuyaKatogami's Avatar
    Join Date
    Feb 2021
    Posts
    3,472
    Character
    Kizuya Katogami
    World
    Cerberus
    Main Class
    Conjurer Lv 81
    Quote Originally Posted by Poisonous View Post
    They streamlined versions that are in your opinion worse. I thought they were better. They were exciting parts of the story, full of great details, but streamlined so that players can run them quickly without getting annoyed at daily roulettes.

    My experience is noticeably better because I'm not stuck waiting for newbies to run around in the right direction or listen to instructions.
    That wasnt a problem in SB dungeons either though, they just actually hit harder and mob packs didnt totally melt in a few seconds. I mean objectively, it is less content. Bottom line. We're getting less content AND said content is being streamlined.

    Quote Originally Posted by Allegor View Post
    Doesn't help that it's pretty much a fact that wall to wall trash pulls are harder than the bosses themselves, so the least they could do is add mini mechanics to them like, say, those little obnoxious sprites in Amaurot that tether to healers reducing their healing, or like the giant tonberries in Wanderers Palace you have to run away from. Just....be more creative about dungeon design in a way that adds flavor without "holding back" the run (like the puzzles in Sunken Temple that nobody ever bothers doing or the infamous slime floor in Totorak)



    Still funny that Holminster Switch is literally an open field, yet the actual dungeon is a single, straightforward, and rather narrow hallway path, except for the plaza before the final boss. The only "mechanic" to watch out for are the stupid gremlins giving slow debuffs and the big sin eaters doing an aoe
    It's true that Holminster also suffers from the straight forwardness of other dungeons,however the mob packs at least hit hard and dont melt in a few seconds. Thats more than can be said for the expert dungeons.
    (13)

  3. #3
    Player
    Poisonous's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    136
    Character
    Leezil Paige
    World
    Balmung
    Main Class
    Scholar Lv 80
    Quote Originally Posted by KizuyaKatogami View Post
    I mean objectively, it is less content. Bottom line.
    Is that really objectively true? We're getting a ton more content via Bozja etc.
    (1)
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