I understand why dungeon's don't have exploration anymore.
But what's with their obsession with artificial walls? Let us have boss to boss pulls like the old days you cowards!
I understand why dungeon's don't have exploration anymore.
But what's with their obsession with artificial walls? Let us have boss to boss pulls like the old days you cowards!
Now THIS is feedback I can get behind! The entire reason healers are 'optional' in dungeons is because the pulls aren't big or threatening enough, and allowing for larger pulls fixes that.
Nah there is no reason to do dungeons asides from roulette. they are one shots nothing more nothing less. Its not like there are special spawns, special tasks that take place, no hunts, no adventures quests to be had in dungeons. They did away with that. its a very straight linear mmo meaning you have no reason to go back because there is no content for higher levels that takes place in satasha, tik tok dungeon, ishgard when you're level 70,80,90,100. its just roulette. Variants are one thing and they last for a month or two then die off because they simply do not update loot table.
The walls literally exist because back in the old days when dungeons didn't have walls and you could pull all the way to the boss room there were tanks that would LITERALLY pull EVERYTHING regardless of their healer ability and would over pull the room. Healers cried because they couldn't keep up, Tanks cried because they would die. Walls started appearing to STOP this behavior.
There's a rather deep challenge here because on one hand, it creates a situation where there's no opportunity for skill expression in the playerbase. On the other, you create a situation where some people (especially those who may be 'vacationing in a role' to fill needed gaps in the tank/healer population) are unable to match the skill of others because they're simply not as experienced in playing that role. There shouldn't be a 'punishment' of being perceived as bad if you are trying to stop people from having 30m queue times.The walls literally exist because back in the old days when dungeons didn't have walls and you could pull all the way to the boss room there were tanks that would LITERALLY pull EVERYTHING regardless of their healer ability and would over pull the room. Healers cried because they couldn't keep up, Tanks cried because they would die. Walls started appearing to STOP this behavior.
The solution is what we've been missing for a very long time, which is scalable dungeon content, but people have been screaming for that for years (some instantiation of a 'Mythic+' equivalent) and we're still met with cricket sounds.
Something has to give here, and hopefully sooner rather than later, to just overall 'revitalize' dungeon content in this game. And it really comes with a fundamental need for gear to have scaling item levels. In the meantime, the best I think we can hope for is simply some variety in layout. There's no reason we could not have a dungeon with branching paths, optional bosses, variable bosses, etc. We're finally going to see them try this out in the next 24m, so hopefully that is well received.
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