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  1. #1
    Player
    sincity1976's Avatar
    Join Date
    Jul 2019
    Posts
    5
    Character
    Kivin Grim
    World
    Zalera
    Main Class
    Summoner Lv 80
    It's subjective. The developers have chosen to focus on set pieces and visual effects. The simple design makes the dungeons accessible and makes systems like Trusts realistic.

    I am fine with it. Puzzle mechanics don't work well in MMOs in my opinion. We repeat the content too often and there is little tolerance for new players to figure it out while a vet is just trying to get through a roulette.

    I do hope that add a hard mode of some sort, and it sounds like they will. But basic dungeons should be streamlined given the diversity of the player base.
    (2)

  2. #2
    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 sincity1976 View Post
    It's subjective. The developers have chosen to focus on set pieces and visual effects. The simple design makes the dungeons accessible and makes systems like Trusts realistic.

    .
    Squadron, a more complex system than the joke that Trusts are, works in most ARR dungeons, which do not share the crappy design of ShB dungeons.
    (10)

  3. #3
    Player
    sincity1976's Avatar
    Join Date
    Jul 2019
    Posts
    5
    Character
    Kivin Grim
    World
    Zalera
    Main Class
    Summoner Lv 80
    Quote Originally Posted by ReynTime View Post
    Squadron, a more complex system than the joke that Trusts are, works in most ARR dungeons, which do not share the crappy design of ShB dungeons.
    Not really. It uses a clunky command system and the NPCs are immune to the mechanics. Trusts are much better then Squadrons in my opinion.

    The classic dungeons are fun. I wouldn't say better. The boss mechanics in new dungeons are much more intense then the classic ones. There are also a lot of misses in classic. Grabbing a sandwich while the tank blows up the bomb next to the boss, killing a red crystal connected to a purple line, turning off lanterns or plugging sewers, etc. It isn't exactly Dark Souls difficulty or Zelda creativity. And it's trivial after you have run it a few times, and frustrating when you have to relive the learning with new players.

    Sure, difficulty in general might be a bit low, and as I said a hard mode should be in the works, but adding more gimicks to navigate hampers accessibility and systems like Trusts. In my opinion anyway. To each their own.
    (1)