This is a bad take. We need harder dungeons, not easier. Dungeons will get faceroll easy as it is once everyone maxes out gear. No need to nerf them. Make them harder even with max gear.
This is a bad take. We need harder dungeons, not easier. Dungeons will get faceroll easy as it is once everyone maxes out gear. No need to nerf them. Make them harder even with max gear.
nerf them? make them even harder, add enrages
I'm honest here, for me the level of difficulty in the expert dungeons is way too high (I did one, eventually succeeded but won't go again). But they're optional, so it's fine, nobody forces me to do them.
My fear is more that the dungeons we are forced to do (to progress in the MSQ for example) will also get more and more difficult. I would not want the difficulty of an expert dungeon in a leveling roulette. As long as those dungeons stay optional, I'm fine with it, make them even harder for all I care, since I'm not going in anyway - too much stress for my little WoL. And I don't want to be stressed out when I'm playing a game. If I wanted that I'd play Elden Ring with a towel as my weapon.
So ... yes, let the expert dungeons be as hard as you want them, but please don't apply that kind of difficulty to leveling dungeons.
They're not fun for me so I'm just not going to do expert roulette this time around
Players who find expert roulette too difficult can always opt to do easier content for grinding tomestones. There is plenty to choose from.
Which alternative do players who like the current expert roulette difficulty have?
I love the new difficulty. I even like healing again, because I finally feel useful now that actual mistakes happen.
guess the only things we have is like variant dungeons :'D
I'm happy with the difficulty itself but I have to admit the first boss of strayborough is more annoying than difficult. FFXIV always had extremely bad hitboxes with moving objects so having like 20 mascotts that move at random is not the best idea, especially when the boss can flashbang you during the mechanic. I would prefer to have something on the same level as an extreme but that is better coded and predictable.
I mean... look at this :
This is just straight up BS, I know that the game has snapshotted my position behind me so I got hit but the mascotts have like a football field in front of them so tight dodges are really hard because they're not consistent. I think the first boss of Criterion Rokkon does it better because it's basically the same thing but with telegraphs on the ground so at least you know exactly where you can be hit.
Last edited by Ozmandis; 07-12-2024 at 02:35 AM.
The braindead dungeons in this game literally tell you where to stand and what's about to happen and people like OP still whine it's too difficult. Jesus christ.
I agree with OP about that specific attack. Even as a SMN main it's hard for me to avoid them and I have pretty much no restrictions on my movement. The hitboxes are just a little bit too big, I think adjusting them to about 85% of what they currently are would be ideal. Other than that, I haven't felt any problem with the difficulty. If anything, bosses should have their health buffed, they all seem to die too fast.
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