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  1. 01-31-2022 10:00 AM

  2. #2
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Quote Originally Posted by dapperfaffer View Post
    They used to be part of roulette. They aren't anymore for a reason.

    No one did the Hard Modes when queuing DF roulettes. You had more broken groups and runs when people bailed because "lol content too hard".
    "<Dungeon Title> (Hard)" dungeons were no harder than any other dungeon of the same tier. They were literally just "<Dungeon Title> version 2".

    Heck, "Pharos Sirius (Hard)" was, despite giving 10 levels' more skills to work with, easier than the original "Pharos Sirius", as was "Amdapor Keep (Hard)", and arguably a good half of "(Hard)" Modes. "(Hard)" is literally just the game's notation for a v2 that isn't yet serious content. (You'll note that new primals skip that tier entirely, because, in this game, Hard has traditionally meant "no harder than normal mode, if the original was level capped, just higher level" or "the level cap version of an incredibly easy leveling fight" (see Titan, Garuda, and Ifrit for examples).

    How... did you not know this? And why are you promoting policy when this badly misinformed?


    They used to be part of roulette. They aren't anymore for a reason.
    And that reason, according to Yoshi-P, is that it was too large a reoccurring drain on development resources to make 3 dungeons than 2 (and eventually 2 than 1). Hard Mode dungeons weren't cropped in particular; the devs just started making fewer dungeons altogether and remained committed to at least one of those dungeons per patch still being original, so eventually that one original dungeon per patch cycle was all we still got.
    (3)
    Last edited by Shurrikhan; 01-31-2022 at 10:28 AM.

  3. 01-31-2022 10:38 AM

  4. #4
    Player
    Shurrikhan's Avatar
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    Quote Originally Posted by dapperfaffer View Post
    Mentor Roulettes.
    Hard Modes were to hard for DF when they were relevant, they would be too hard now. No one did them in DF when they were available, and no one would do them in DF now. And no amount of obfuscating or conflation for what Yoshida has said is going to change that.
    Let me get this straight:

    The dungeons (unless you're referring to the likes of "Titan (Hard)") which tended to be easier among their tiers were somehow too hard for mentor roulettes and this, despite Yoshida having said such was due to having too limited of resources to do otherwise other forms of side-content, is the real reason dungeon count per patch was reduced?

    ______

    And while we're at it, let's be clear here, too: The idea that "it was hard then, so it'd be too hard now" is complete bogus. Yes, there was a time when Titan (Hard) was difficult for even for normal-ping players. That time is not now.
    (2)

  5. 01-31-2022 11:59 AM

  6. #6
    Player
    Shurrikhan's Avatar
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    Quote Originally Posted by dapperfaffer View Post
    To help get groups clears for Hard Mode dungeons and Trials
    The only "(Hard)" mode trials are, again, Titan, Ifrit, and Garuda. They are, also, not hard.

    Here are the dungeons that got remakes: Copperbell Mines, Haukke Manor, Halatali, Brayflox's Longstop, The Stone Vigil, The Tam-Tara Deepcroft, Sastasha, The Sunken Temple of Qarn, The Wanderer's Palace, and Amdapor Keep; Pharos Sirius, The Lost City of Amdapor, Hullbreaker Isle, and The Great Gubal Library, Sohm Al; The Fractal Continuum, and Saint Mocianne's Arboretum. None were significantly harder than any other dungeon in their tier. Copperbell Mines (Hard) and Haukke Manor (Hard) were arguably much easier than the original dungeon of the same tier, Pharos Sirius; Halitali (Hard) and Brayflox (Hard) were both faster runs than the original dungeon of the same tier, Hullbreaker; Tam-tara Deepcroft (Hard) had only a single boss that was no more intuitive than Snowcloak's bosses and was no harder on the whole; even Amdapor Keep (Hard) was no harder than Keeper of the Lake in its time; Hullbreaker (Hard) was simpler and easier than Sohr Kai; etc., etc.

    Quote Originally Posted by dapperfaffer View Post
    So, as fun as this is, I'm not arguing the devs choice to cut content that had low clear rates that should be reimplemented because somehow it'll be different this time. It won't be.
    None of the "(Hard)" content in this game had low clear rates by way of difficulty. At most, it was because all but Titan (Hard), Ifrit (Hard), and Garuda (Hard) weren't required to progress the MSQ.


    Moreover, no one here had argued for the re-inclusion of v2 dungeons ("Hard modes" which, again, were no harder than any other dungeon). That's your strawman. The closest, and only be way of misnomer / overlapping terminology, was Garnix here:
    Quote Originally Posted by Garnix View Post
    I would rather have "hard modes" of these dungeons instead of them just scaling up.
    So, something kinda similar to what they are doing with the trials.
    Hard mode Anima, please.
    Even his version is clearly different from simply reusing some of the old dungeon layout. (Which is the only thing that makes something "(Hard)" -- the fact that part of its assets had already been used. It has never, in this game, been a marker of dungeon difficulty.)
    (2)
    Last edited by Shurrikhan; 01-31-2022 at 12:37 PM.

  7. 01-31-2022 01:02 PM