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  1. #1
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Mayhemmer View Post
    Even at level cap, dungeon trash is only about one step up from being the easiest thing to confront in this game.
    Wait...what?

    Trash - when doing wall-to-wall pulls - is the only thing threatening in dungeons. Tanks have to be more spot on in their defensive CD cycling and when DPSers aren't pulling their weight, it's more noticeable and Tanks can run out of defensives and see their health go to danger zone extremely quickly on big pulls.

    Granted, this is just because of the unavoidable damage of a dozen enemies all beating on one person, but watch a Tank's health in a dungeon run sometime. You'll notice it being much more accordian-like on the trash pulls than the bosses in Expert roulette. Other than SPECIFICALLY tankbusters or the Tank standing in bad - that is, assuming in both cases the Tank is avoiding all avoidable damage - the Tanks' health will be going up and down a lot more wildly during the trash than any of the current bosses. Trash isn't interesting, but it's more deadly than bosses at this point. Take from that what you will.

    As to the plausible - I disagree. The Devs have taken dungeons to the state they're in deliberately. It IS their intent. The proof is in the live-game: They literally added Criterion (with three difficulties) instead of increasing the difficulty of dungeons. They've already done the thing you are saying is less plausible than the thing you're asking to do, which is something they've explicitly done the opposite of.

    Considering roulettes are how people gear who aren't doing Savages, you're not going to end up in a situation (at least not unless there's some huge shift that Yoshi P has given exactly zero indication of) where the roulette/MSQ dungeons are harder. Your best hope IS an additional roulette.

    Quote Originally Posted by Shurrikhan View Post
    I have to slightly disagree, depending on what we mean by "harder".
    Semantics. While "harder" is definitely an open-ended term, "harder than now" is pretty obvious. Additional complexity, damage, anything that reduces the odds of success vs the status quo. What IS a more complex concept to nail down is the one you used, "more opportunity for engagement". What does that MEAN? How do you do that in a way that a hyper-casual player WON'T see it as being harder? And WHY do you need that in MSQ dungeons SPECIFICALLY instead of in other content? Why SPECIFICALLY do MSQ dungeons/roulette need to be the thing changed?

    "The occasional wipe.. is fine" - TO YOU. But not to everyone. (That said, I do agree resawning at the dungeon start and the "shortcut" always taking you to the prior boss room is kind of stupid.)

    As for the side conversation: Criterion is the "base" version, right? That's what I was quing up and running solo earlier to unlock more of the paths alone. I've never done the Variant, though I notice the tab has only "Variant Raise" as the duty action...? So I assumed that was the medium one (as I haven't done any of those, I haven't unlocked the "Another" savage versions).

    But as I say, which is harder to do per patch, make an entire dungeon and an entire SECOND dungeon with 3 difficulties, or make ONE dungeon with 4 difficulties? It seems to me the latter requires less work, since the "new" difficulty is on the bottom end and so would be the least dev resource intensive thing to do, not to mention save on asset, art, and mechanics designs of having to come up with things for the other dungeon. NOT ONLY THAT, it would actually mean if the casual player ever DID want to step up to the next difficulty, they would be familiar with some of the base mechanics (less punishing due to less damaging and longer time to identify and react to them), so this would actually help with that "casuals need to be taught mechanics so they can do harder stuff" thing.

    .

    As for the end:

    That's my point. And no, you don't need to make things more painful for casual players. As I say, make other things worth the tomes on an equal basis per average time investment. If the "hardcore" players then do the Expert anyway because it's faster (and easier), then they forfeit the right to complain about it since they have the harder alternative and are choosing to avoid it themselves.
    (0)
    Last edited by Renathras; 12-07-2023 at 02:52 PM. Reason: EDIT for length

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    Semantics. While "harder" is definitely an open-ended term, "harder than now" is pretty obvious.
    Not merely semantics. There's "harder" as in "more to do", and there's "harder" as in reduced leniency. While both may contribute, they encounter diminishing returns separately.

    Which was clearly the point -- the source and manner of difficulty, not merely the amount. As you clearly noticed from the other parts in that comment, so I'm not sure why you're portraying it in this way, short of just being rhetorically disingenuous?

    Additional complexity, damage, anything that reduces the odds of success vs the status quo
    That status quo which itself broke multiple status quos to make things as negligible as they are now?
    (2)

  3. #3
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Renathras View Post
    Wait...what?
    I'll simplify. I don't like criterion. It's too many steps above what I'm looking for, hence why I pointed out the devs having issues when making these steps in difficulty. I don't want criterion dungeons, I just want regular dungeons to have better trash. That's it. That's all I want. It's been done, I want it to be done more often. The challenge current dungeon trash provides is artificial in that you have to pull disconnected packs of mobs to even get to that point.

    I don't want every one group of mobs to hit with the strength of multiple groups of mobs, for every group, in every dungeon. I want single packs of mobs to have more mechanics than just "vomits AoE at your feet" more often. I don't care if that's too much for the ever-nebulous "casuals" demographic.
    (9)

  4. #4
    Player Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,099
    Character
    Guy Friedman
    World
    Halicarnassus
    Main Class
    Bard Lv 100
    Quote Originally Posted by Mayhemmer View Post
    I'll simplify. I don't like criterion. It's too many steps above what I'm looking for, hence why I pointed out the devs having issues when making these steps in difficulty. I don't want criterion dungeons, I just want regular dungeons to have better trash. That's it. That's all I want. It's been done, I want it to be done more often. The challenge current dungeon trash provides is artificial in that you have to pull disconnected packs of mobs to even get to that point.

    I don't want every one group of mobs to hit with the strength of multiple groups of mobs, for every group, in every dungeon. I want single packs of mobs to have more mechanics than just "vomits AoE at your feet" more often. I don't care if that's too much for the ever-nebulous "casuals" demographic.
    That's the biggest thing. I'm for that, but stop making the dungeons hallways. Stop prioritizing speed clears. I want to do harder things. I want to do more challenging things, but that crowd of people are so damn uninviting. They will cry and moan until you can still grab the packs to the wall and aoe them down. And you know what? I don't find that interaction remotely interesting. It was interesting before because the game wasn't designed for it. Pushing wall to wall and healing it was a skill. Now it's the bottom level. If you can't do that, then you have no business queing, which is just absolutely stupid. Dungeons are such toxicity traps now. I did a snow cloak the other day, and I was healing. The tank was pulling wall to wall, and the dps weren't aoeing. I don't know why they weren't, but the tank threw a hissy fit and left. Leaving me the healer to have to heal two dps who didn't aoe. And what made it worse is he left after one pack, and we didn't get a new tank until the final boss. Which was fine. Healing is dirt easy, but he left because his style of play wasn't placated to, and I just adapted to it and tried to make the best of it. I just don't see a world where the meta isn't going to suck out the fun of your new tougher trash as well. Because the current dungeons are just boring enemy funneling tunnels. It's just a snooze fest all the way around.
    (1)

  5. #5
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
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    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Ardeth View Post
    I'm for that, but stop making the dungeons hallways. Stop prioritizing speed clears.
    This, too.
    (1)

  6. #6
    Player Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,099
    Character
    Guy Friedman
    World
    Halicarnassus
    Main Class
    Bard Lv 100
    Quote Originally Posted by Mayhemmer View Post
    This, too.
    The players do that. To be fair when all you care about is the reward that is the outcome.
    (1)