I'd be okay with this as long as they don't go too hard on like like they did with WoW.
My sister plays it and she always hoots and hollers about how casual dungeons aren't fun anymore because they're too hardcore now, whatever the hell that means.
I'd be okay with this as long as they don't go too hard on like like they did with WoW.
My sister plays it and she always hoots and hollers about how casual dungeons aren't fun anymore because they're too hardcore now, whatever the hell that means.
And hence people will continue to whine about it until they have their way - which leads to our dungeon content today. Just to add on, an MMO can listen to their player base, but when that player base is always whining about content that’s greater than the lowest common denominator(Dungeons), it comes off as that they don’t want anything challenging, that they don’t want to be challenged - and it’s their choice to participate or not anyway, it’s their sub.Extreme is the midcore content, it's light DPS checks and environmentally telegraphed mecahanics without being puzzle bosses.
There just isn't enough extreme/unreal fights. I know it's the issue du jour to claim that Bozja and Eureka were actually good and people are craving it, but they really weren't that good, and you can look back to when they were new even on these forums to see people whining about it.
We can both agree there aren’t a lot of EX, but that’s because EX is more equivalent to the difficulty of the raid tier itself since they at times add in EX how you’re supposed to do Savage mechanics while keeping to the fight’s own gimmicks.
What’s more is even though there will be criticism about the content that’s constructive, the whining drowns out that criticism and tends to be the case on the forums from what I’ve seen in the past regarding those two features.
All I’ve wanted to ask for is simply just up the difficulty of dungeons a bit so we having some proper feeling of difficulty progression during post-patch as we should.
Last edited by HyperiusUltima; 09-20-2023 at 02:46 AM.
The toxic “hardcore meta” will never believe that they are the problem even though they always are.
I'd be content if they made more boss fights similar to Magus Sisters difficulty. Tri-Disaster is a pretty fun mechanic for a dungeon. It's chaotic and requires you to pay attention (since you can KO pretty easily if you get hit by everything, especially during Blizzard Disaster), but still clearable for those who don't do raids at all.
I'd also like the 24man raids to be... not like Myths of the Realm are right now (easier than Magus Sisters and Zodiark).
I will not disagree Magis Sisters was a good fight on its own, including the lead-up to it. Have the first two bosses showcase individual boss mechs, then have them together at the end. Though this is only for Magus Sisterd in particular and I’m not sure how they’d be able to replicate the idea in other dungeons. As for alliance raids, yeah…I'd be content if they made more boss fights similar to Magus Sisters difficulty. Tri-Disaster is a pretty fun mechanic for a dungeon. It's chaotic and requires you to pay attention (since you can KO pretty easily if you get hit by everything, especially during Blizzard Disaster), but still clearable for those who don't do raids at all.
I'd also like the 24man raids to be... not like Myths of the Realm are right now (easier than Magus Sisters and Zodiark).
In Troia, Beatrice tosses some heads at you at first and then you fight her in the second fight. Could do the same thing with having the final boss show up and toss different baddies at you and run and then those mechanics get incorporated into the final boss fight. I did enjoy that element of buildup with the Magus Sisters.I will not disagree Magis Sisters was a good fight on its own, including the lead-up to it. Have the first two bosses showcase individual boss mechs, then have them together at the end. Though this is only for Magus Sisterd in particular and I’m not sure how they’d be able to replicate the idea in other dungeons. As for alliance raids, yeah…
Hm. Think they could make optional dungeons out of that template and make the mechanics or damage a little harder then? That could be the answer to how Midcore should be designed since it accomplishes the following:In Troia, Beatrice tosses some heads at you at first and then you fight her in the second fight. Could do the same thing with having the final boss show up and toss different baddies at you and run and then those mechanics get incorporated into the final boss fight. I did enjoy that element of buildup with the Magus Sisters.
1) Mechanic Showcase, then Execution. Same as how Trials do it.
2) Overlaying Mechanics as the dungeon goes on. Boss 1 does X, which overlays in Boss 2, which does Y overlapped with X. Boss 3 has X, Y, and Z overlapping that can wipe the party if they screw up too much(2-3 times) but can all be resolved the same way as they were individually. Difficulty progression in a dungeon is important in this case because you want to ease people into doing the hard stuff at the end. Savage/EX layer their mechanics the same way, allowing for people to go into EX with the mindset that they’re going to follow this design.
I think they could leave easy versions of dungeons for duty support and let players that like playing with others have tougher ones that at least require relying on those others. These dungeons wouldn't be mandatory for progression anymore because of duty support.
Provided they let groups of less than 4 fill out their teams with NPCs, like why the hell didn't they make small group play more accessible while they were making it all solo friendly.
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