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  1. #1
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,679
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    It does make sense really. Base game would generally have the highest amount of dungeons and tribes. Between it being an effective 50 levels + post-story dungeons. You also need to consider the fact they are utilizing a wider range of content along the expansion cycle, e.g., Exploratory content, deep dungeons, two-tier difficulty for raids (Which was only present in SCoB), Ultimates, Criterion/Variant dungeon.

    Even though I generally don't touch some of this content, to think that making a comparison... "We had 30 dungeons, now we have 13", is flawed at best. Unless you would rather go back to that design philosophy where a bulk of our content was just dungeon saturation.

    I preferred levelling in ARR, simply because you had a lot more utilization in the open-world, so it actually felt like an MMO. The dungeons themselves though, not all of them were fun really. Quite a lot of them were just chore-driven Events I can't really speak on as I only do them as and when I feel like it anyway.
    (3)
    Last edited by Kaurhz; 11-15-2024 at 11:51 PM.

  2. #2
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    210
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 88
    Quote Originally Posted by Kaurhz View Post
    It does make sense really. Base game would generally have the highest amount of dungeons and tribes. Between it being an effective 50 levels + post-story dungeons. You also need to consider the fact they are utilizing a wider range of content along the expansion cycle, e.g., Exploratory content, deep dungeons, two-tier difficulty for raids (Which was only present in SCoB), Ultimates, Criterion/Variant dungeon.

    Even though I generally don't touch some of this content, to think that making a comparison... "We had 30 dungeons, now we have 13", is flawed at best. Unless you would rather go back to that design philosophy where a bulk of our content was just dungeon saturation.

    I preferred levelling in ARR, simply because you had a lot more utilization in the open-world, so it actually felt like an MMO. The dungeons themselves though, not all of them were fun really. Quite a lot of them were just chore-driven Events I can't really speak on as I only do them as and when I feel like it anyway.
    I completely agree, ARR felt like a MMO, now the game feels like a single player game
    (0)