Just because we hated those dungeons doesn't mean we wanted them taken out back and shot (then put through the shredder in Aurum Vale's case), they're going from the most hated dungeons to the most forgotten dungeons, these are all round bad changes.



With that logic this entire game is busywork because you work for titles and such things.Just because they want to slap a title on something does not mean that it is not just silly busywork. And that is not, actually, as mmo as it gets since being able to run dungeons and grind up levels with ai characters that are so bad that it directly effects how content is designed just so you do not have to play with others is actually the antithesis of an mmo.
Gatherers or squadrons would then also have to begone because you don't interact with others.
Even solo players in old MMO's would be an antithesis to it.
The entire point of an MMO is that everyone can find something to do, no matter their preferences, be it battle content, crafting or yes, even solo leveling of npc's.
I am not here to talk semantics at what point something damages the game or not. My point was entirely at you suggesting to skip the leveling process of trusts.
Trusts are optional to the duty support. You don't care for leveling them then don't do it.
You can even think they are damaging the game, I don't care but don't go around asking for an optional feature to be removed just because you don't like it because I DO like leveling them up slowly.
Edit:
And before anyone comes at me, yes I also think the changes to those two dungeons where unneeded even if I didn't find them any fun beforehand.
With that I'm out, Ta-ta.
Last edited by Voidmage; 12-22-2025 at 06:50 AM.

So what is your suggestion? If we got Aurum people complained, if we got Dzemael people groaned? Original = bad. Change = also bad. Genuinely no matter what you'd have complained so like?
That was fun! I'm going to take a 21 hour nap now~
OP's main goal in life is to create posts, often about how much he hates FFXIV, on the official paid forums and other social media. The majority of his posts are just low-hanging bait and recycled complaints he's held for years now but refused to quit apart from attracting attention for himself.




I didn't hate those dungeons... They were way better than any post 50 dungeon. That our jobs were boring inside was another problem, they used to be more interesting when we had most of our kit at lvl45+ and didn't powercreep everything to death.
In the case of Aurum Vale it's a little hard to win because Morbols exist and will continue to exist. In principle though I might have spaced out the monsters a bit more in the first room so it's harder to accidentally aggro them, I might also have leaned more into the lore and the way other plant monsters in the game attack by giving the first boss one of those cloud aoes that gives a goldlung stack instead of the typical poison. I would also like to make the last room have a fixed DoT effect just for being in it, it is really deep and the lore does say "the noisome fumes given off by the foul ooze cooked their lungs when inhaled" I think the third boss most of all should have leaned into the lore and goldbile more than any other, actually using the goldbile puddles in it's room as weapons. It might also be neat to expand on that boss' spawn mechanic to bring in actual morbol sprouts in a similar vein to the Arboretum fight to make life a bit more interesting.
In Darkhold, I think removing the crystal buffs was the biggest mistake they could have made, I don't necessarily disagree with opening the doors though - those were a point of friction between new and old players. For fist boss they could have looked to WoD first boss for some inspiration, really leveraging the eye mechanics. Make "Eyes on Me" a massive raidwide you NEED to stand in crystal light to survive and open a couple of void portals that spew adds just to keep life interesting. For second boss I'd look to Meso Terminal for ideas: A group fight, not one where the party is separated into four concurrent fights but where the brothers fight together with synergistic abilities maybe include a sequence where one covers another charging a big attack and the other two cast aoes to keep the party busy, done right that could also cause wipes now and then. Third boss I feel should have at least one void portal spawning adds - The whole point of the dungeon is a voidsent infestation, they had to come from somewhere, it only makes sense to make the last boss a fight against the source of that infestation. Batraal himself might come and go from the portal creating 'phases' in the fight until you can defeat him and destroy the portal.
I'd also adjust Darkhold's pulls to use more voidsent than generic wildlife, removing the annoying frog enemies everyone hates.



Why do we still have dungeons at this point? Remove non-MSQ dungeons, replace the MSQ ones with a teleport to the post-final boss cutscene if it's relevant, and turn the XP/tomestones into a login reward.




I'm not people, I"m just one poster.
And I've always enjoyed DD and AV. Even in 1.0 when there were much "worse" (better).
http://king.canadane.com
My personal favorite are the people who whined about the changes to Cutter's Cry because now it WON'T let you skip 1/3 of the entire dungeon, or how Halitali still makes you do the chains.
How bizarre, I thought people HATED when Square-Enix "dumbed down" dungeons to make them quicker, yet it seems those two complaints have to do with how keeping the chains/forcing you to fight the mobs means the dungeons take longer to complete.
I get the impression that some of these people won't be satisfied until every dungeon is just one long mega-pull to the final boss (even dragging the first and second boss along) because time is everything to them, and if they can't speedrun a piece of content while spamming AOEs into a large crowd of mobs as they race to empty the enemy's HP bar before their own gives out, the content is "brain dead" or "baby mode".
Even they don't want dungeons in their MMO, they want a musou mode ...which might explain why some of them also glaze Field Operations so much (especially Eureka). No walls, trash collection, tons of twirling, and all while being wailed on from all sides.
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