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  1. #18
    Player
    DiaDeem's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    1,697
    Character
    Vivian Rysto
    World
    Leviathan
    Main Class
    Scholar Lv 100
    Wall-to-wall design is the wrong way to make dungeons.

    Every pull in every dungeon is just gather a huge mass of enemies and then just AOE them down. Any "difficulty" comes from how big the pull is. All interactions with all enemies are exactly the same. It doesn't matter if you're fighting Sin Eaters or land sharks on a Tural river, all you do is spam AOEs.

    Back in the day we had aggro management. Wall-to-wall was impossible, and dungeons had side paths and secrets to uncover. Dungeons were long challenges that rewarded exploration, number of enemies killed, and knowledge of the dungeon itself, but because people just want to get them done ASAP, SE started to design all of them as Wall-to-wall. There's no more secrets, side paths, and every dungeon is just a linear theme park ride.

    Then you have people like Lucy Pyre whom I usually love pretending like spamming heals to survive some giant Wall-to-wall pull is engaging, interesting, or in her words: Cool AF

    This is never gonna be fixed. The community encouraged this kind of dungeon design. Picto should be the least of your concerns when it comes to the current state of dungeons.
    (8)
    Last edited by DiaDeem; 03-24-2025 at 01:18 PM.