It's weird that they would say this because I still see some bosses in Origenics and Alexandria giving people a bit of trouble. We don't need to go back to snooze mode because a few people give up after a single wipe to go complain on the forums.I've just realized, since they stated that the 7.1 dungeon won't have the same novelty or difficulty as Strayborough or Tender Valley due to them being story dungeons; we won't be getting any other challenging dungeons this expansion. That's really sad to hear and cheapens the hype that those two expert dungeons were able to generate. Back to hand holding it seems. The worst part is, those dungeons aren't game ending, no one would be hard stuck on those if run with Trusts who run directly to the safe spots as they do. Hopefully Criterion pops off, I guess.




Remember that before 7.0 hit, they told us that no, they cannot change jobs too dramatically at the same time that they change encounters, and that 7.x would be working on great encounters and new things. And they reiterated after DT released that new encounter design was waiting at the corner and would happen.
Where is this? We've seen some difficulty increases, so they definitely went and dealt with what yoshi identified as snoozefest dungeons in EW, but where is that damn new encounter and creative design? The 24 man alliance raids? It's just a trial boss in an arena with 24 players instead of 8 with the same mechanics and gameplay. I don't even know what they still have planned ahead beyond dungeons and Fields Operations where that supposedly novel encounter design could even happen.
So we'll see with the msq dungeon that is to come, but if somebody is even expecting to get something different than the usual formulae, then I'd say you're probably on heavy copium. So far casual DT encounters have been EW encounters but with a bit more difficulty, that's about it. So much for that new revolutionary encounter design that prevented them to work on the jobs at the same time.



He said closer to release that it would definitely actually be coming in 7.2 and on, so please stay subscribed for another 4 1/2 months only for it to get pushed back again.Remember that before 7.0 hit, they told us that no, they cannot change jobs too dramatically at the same time that they change encounters, and that 7.x would be working on great encounters and new things. And they reiterated after DT released that new encounter design was waiting at the corner and would happen.
Where is this? We've seen some difficulty increases, so they definitely went and dealt with what yoshi identified as snoozefest dungeons in EW, but where is that damn new encounter and creative design? The 24 man alliance raids? It's just a trial boss in an arena with 24 players instead of 8 with the same mechanics and gameplay. I don't even know what they still have planned ahead beyond dungeons and Fields Operations where that supposedly novel encounter design could even happen.
So we'll see with the msq dungeon that is to come, but if somebody is even expecting to get something different than the usual formulae, then I'd say you're probably on heavy copium. So far casual DT encounters have been EW encounters but with a bit more difficulty, that's about it. So much for that new revolutionary encounter design that prevented them to work on the jobs at the same time.
Don't need mobs to be cc'd or gear or whatever, just talking about the layouts of dungeons and how every mob has unique mechanics. Instead of just 1 or 2 mobs having a conal aoe and then auto attacking the tank in 3 hallways



It's just an anecdote at this point, but I do miss the mob shower section of St. Mocianne Arboretum HM. The general vibe of it being "even more abandoned" too was kinda crazy for the time. Songs a bit spookier as well!
I never quite understood what was the holdup with Origenics too. I heard that the first pack of mobs was a real nightmare for a lot of people but, I never had any issues.


enjoy lesser and lesser + lower quality content moving forward, coz SE knows it can milk you guys dry while putting in the least amount of effort mwahaha
its plain obvious not a single drop of the profits from FFXIV is being reinvested back xD
If this feels like an issue experiences primarily just in/with Expert Roulette, then adding one extra dungeon out of 3-4 per Roulette set doesn't seem like it'd make nearly as much of a difference as redefining what the Expert Roulette itself does.
Rather than necessarily worrying quite so much about the rate dungeons are put out post-patch, I'd rather just see a few more expansive changes:
- Using the additional Duty Finder Options (apart from Limited Leveling Roulette) will now add a second column of check boxes from which to select duties or roulettes without barring access to the regular queue for those dungeons nor preventing matchmaking. When used, matchmaking will attempt to find others seeking the same version of the same duties. In this way, you can easily join, say, a Minimum Item Level run for any duty or roulette via otherwise standard Matchmaking, even if queuing simultaneously for the regular version of that same duty. Upon implementation of this feature, this additional column and one's Duty Finder additional option will default to Minimum Item Level, though a pop-up window (and a small and subtle help clickable that can be expanded at any time) will explain how it can be changed, and any adjustment to the additional Duty Finder Options will of course change it.
- Minimum Item Level runs now increase drop rates and the amount of currency dropped by a % equal to that of your item level lost through using the Minimum Item Level setting. Certain items' drop rates (such as that of rare mounts) are also increased baseline when running Minimum Item Level runs.
- Expert Roulette and High-Level Dungeons combined. Expert Roulette now instead hosts weekly rotated older dungeons synced up to the item level of the latest dungeon added, in addition to the latest current-expansion dungeon.
Gear may now be occasionally found with the affix "Echoed". "Echoed" gear increases its item level with the average item level of one's other gear equipped, up to a cap based on the current existing tier. (E.g., if all other gear averages i598-602, it will sync to i600.) This chance is increased in Minimum Item Level runs and in Expert Roulette.
And there you go: You've now got a more interesting Expert Roulette incentivized but not forced to add difficulty.
Last edited by Shurrikhan; 11-04-2024 at 03:44 PM.

Considering Yoshida in the most recent Live Letter stated that the dungeon releasing in 7.1 won't be as "difficult" as the optional dungeons we got in 7.0 because "It's tied to the story" absolutely didn't make me think his statement that optional dungeons will become "more stressful".
Due to them stripping dungeons slowly all we're left with is story dungeons apart from the expansion launch. Are those the only ones that are going to be more stressful? If the idea that story content has to remain stress free or at least less stressful then yes, an optional dungeon releasing alongside it that is more challenging would be very appreciative.



Honestly if they did that. I would prefer they do an unreal version of old dungeons for the second dungeon. Wouldnt be too much work but it would help the lackluster expert roulette.
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