If anything the "newer" dungeons should have been reworked to be more like the ARR ones.
If anything the "newer" dungeons should have been reworked to be more like the ARR ones.
My thoughts:
They should make them have difficulty levels like the solo duties.
Easy (the one with Trusts)
Normal (Roulettes)
and Hard (or Veteran since hard is taken) with "Veteran" roulette.
Now obviously, the question will come down to "But if they make things normal why would anyone do Veteran?" Offer more rewards. Make it worthwhile. More tomes and XP, of course, but as far as loot: Easy mode gets one or 2 pieces of gear per run, Normal has the standard amount and maybe Vet has the "better" pieces with a glowy effect or slightly higher Ilevel? Or even better, you collect a special item at the end, like the totems from Ex trials, that you can turn in for its own thing (very similar to the variant/criterion dungeons) that changes or add more during every patch drop. Another way to get like aetheryte tickets or grade 3 soil, things along that nature that only have one way to purchase.
While Square says implementing the duty support system is to provide a single player experience for players that want that (as this is a "final fantasy" game), that clearly is not the true reason for this. The real reason is because previous MSQ and Non-MSQ duties have very long queue times throughout most of the day, especially if you are a dps player. It's not a good look for veterans to have to inform new players of the game to "just wait for peak times to potentially get a queue". It makes it sound like this is a really old maintenance mode MMO with a few hundred players at peak times. They then need to re-work the dungeons to flawlessly work with trusts as this will now be the true new player experience.
Yes, the game is not actually a 1000 player peak MMO, but FFXIV has many moments where it feels like it (especially for new players). Old zones are empty, queue times for old 4 player content is extremely long, and your best option is to just do it solo with bots in a massively multiplayer game.
It's pretty weird that they're designing the game for NPCs to play rather than people.
Can't wait for every dungeon to have the uniqueness sucked out of them like Sohr Kai did.
Likely this is going to be a hot take but I really don't understand what was so interesting or good about ARR designed dungeons, Not going to defend current dungeon design either it's boring, I think at least in DT they had a lot more fun mechs, but the dungeons themselves were the same as previous.
I do agree that ARR dungeons were "unique" but they were very unenjoyable for the most part, I personally don't see many people actually enjoying old ARR designed dungeons at least from the people I know usually complain about them.
I don't think we should have modern dungeon design but also I'm glad that it's one less dungeon where I have to sigh because theirs random annoying mechs... But I understand if you personally enjoy how old dungeons are designed that it's a bit upsetting that the old design is going, I can at least sympathise with wanting more interesting designs for dungeons and things in general with ff14.
It's already too late, all the old dungeons have had their soul removed, the last time I had to do leveling I got Brayflox, the absolute state of it made me so depressed I couldn't touch the game again for a few days. There isn't a single dungeon left that hasn't been ruined. Totorak, Sohr Kai Brayflox, Skalla, Darkhold all extremely depressing.
A lot of it was jank. I was on board with reworks originally for that precise reason. Just remember how tedious old Totorak was to run through for example. The new layouts are beautiful and great. The problem is that they also started removing unique mechanics on bosses here and there instead of doing what Yoshida said on "revisiting old problematic mechanics instead of shying away from them".Likely this is going to be a hot take but I really don't understand what was so interesting or good about ARR designed dungeons, Not going to defend current dungeon design either it's boring, I think at least in DT they had a lot more fun mechs, but the dungeons themselves were the same as previous.
I do agree that ARR dungeons were "unique" but they were very unenjoyable for the most part, I personally don't see many people actually enjoying old ARR designed dungeons at least from the people I know usually complain about them.
I don't think we should have modern dungeon design but also I'm glad that it's one less dungeon where I have to sigh because theirs random annoying mechs... But I understand if you personally enjoy how old dungeons are designed that it's a bit upsetting that the old design is going, I can at least sympathise with wanting more interesting designs for dungeons and things in general with ff14.
I'll take one completely randomly, the second boss of The Aery: they literally turned it into a donut/chariot boss with some moving AoEs. Do you actually remember the mechanics of the older version? Probably not entirely because they could be bruteforced through, and yet, the boss was placing poison clouds on the arena and those were giving it damage up stacks, which required the tank to move the boss around to dodge them, and bombs would spawn regularly and would eat those fumes, clearing the arena out, until they reached a point where they'd detonate.
And then there was more exploratory dungeons, mostly found in sub lvl50 ARR as well as Meridianum for example. Those were not linear hallways and had objectives to complete to progress through. Extremely interesting to run for the first time, but extremely tedious in terms of replayability with other players and within the frame of daily roulettes. It's a bit ironic that since they finally introduced NPCs to run dungeons with, which could have solved the issue somewhat on msq dungeons at least, they removed that uniqueness entirely for them.
I think it’s because people tend to emphasise negative experiences caused by the unique dungeons in their mind. Like think of the first room in aurum vale, sure everyone has a story of a tank that pulled the whole room and died in 2 seconds or a healer who couldn’t figure out what cure 2 is but at a core level a room with floor hazards, a dangerous mob that pulls you into more danger (the frogs) and roaming mobs is actually a fantastic design for how a dungeon can be difficult and interesting without being made impossible for low skilled playersLikely this is going to be a hot take but I really don't understand what was so interesting or good about ARR designed dungeons, Not going to defend current dungeon design either it's boring, I think at least in DT they had a lot more fun mechs, but the dungeons themselves were the same as previous.
I do agree that ARR dungeons were "unique" but they were very unenjoyable for the most part, I personally don't see many people actually enjoying old ARR designed dungeons at least from the people I know usually complain about them.
I don't think we should have modern dungeon design but also I'm glad that it's one less dungeon where I have to sigh because theirs random annoying mechs... But I understand if you personally enjoy how old dungeons are designed that it's a bit upsetting that the old design is going, I can at least sympathise with wanting more interesting designs for dungeons and things in general with ff14.
There is also a lot of skill expression in the old dungeons for people who had it, you can LOS the sprites in stone vigil, you can quad pull the first part of darkhold and stand in the light to take near no damage, you can split off DPS to complete objectives before they become needed in brayflox
It feels good to be rewarded for your knowledge of content
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Halatali is mandatory to unlock a bunch of features in the game in the same way as Darkhold. I'm honestly baffled it didn't get a rework when Darkhold did because it definitely needs it.
Honestly, I'm all for the reworks. Dungeons from the base game shouldn't be more confusing and difficult than those from recent expansions. If I have any complaints about dungeon design at all it's that Endwalker's brand new levelling dungeons were more braindead than ever before. The difficulty curve shouldn't be a slope downward. Thankfully DT seems to have course corrected a little bit.
I will however concede that utterly optional dungeons like level 50s and hard mode dungeons should be left as is until such a time that it looks like the game will be sunsetted and turned into a single player experience.
PLEASE. Honestly they could be reworked into full party dungeons and put into their own roulette and I'd be completely OK with that.
This.
The problem is not the reworks themselves but how they are done.
It’s the most lazy way done possible.
I can already see corridors coming and we will go from old and bad design to new and bad design.
I’m also a bit confused.
Weren’t the reworks originally for trusts and to play the story solo?
Why now side content also?
I really question why they don’t use the manpower on the newer stuff to, don’t know, maybe give us hard mode dungeons back?
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