



Ah right, you're correct, there was one! Mist Dragon. I agree with that. It felt so odd back then because it was the only time a dungeon actually offered such a bump on the road.I would say a lot of character/gimmick started getting stripped from dungeons in around 3.2/3.3 to be honest... Sure we had some good bosses through up until 3.5, but they were just that... some good bosses. Wasn't entirely a baseline.
Same thing with Stormblood, so I wouldn't really synonymize it with dangerous... Once again, we had some dangerous bosses, but they were far and few between, e.g., Mist Dragon from The Burn, and this design was hardly the baseline for dungeon difficulty of that expansion.
I feel that sometimes people get far too caught up on the few bosses which were actually of that caliber, that it just completely skews perception of what was the baseline difficulty/danger.
Would also argue that in many cases where people would want to argue 'danger', is that it was more of a result of things not inherent to the dungeon, and not because the dungeon itself was actually dangerous.. e.g., availability of resources/guides compared to now, jobs then versus now, player skill then versus now.
Secretly had a crush on Mao

I just want to reframe the dungeon as a respite rather than a regression.
Keep in mind had the dungeon been in line with what we've had this expansion and there's a good chance that people would have complained about that for the opposite reason.
I cannot really argue who's wrong or right in this case - because I see both sides as valid.
I do think that a return to (Hard) Modes may be in order going into the future. Remembering that it wasn't just resources but the idea that our difficulty was meant to be standardized - and for a time this was fine. But to grow the game further we must once again separate the distinctions and intent of dungeon design. Things that can appeal to low stress story orientated players and thrill seekers.
I feel that the Devs have hinted and showcased what Variable Difficulties can look like.
It could be for example that MSQ dungeon difficulty and then taking those dungeons and building onto them for (Hard) versions or some form of Challenge Dungeons.
There were so many brilliant dungeons this expansion not just the max level ones that I feel saddened that they are purely leveling dungeons. Skydeep Cenote or Vanguard comes to mind.
I'd love to see MSQ dungeons scaled up to max level and maybe even given more twists to appeal for a more exciting dungeon content for the daring. (Perhaps even remixes of older dungeons for a patch cycle similar to an unreal but again with more ontop)
Anyways I don't think that there's anything to worry about. We have many more challenges ahead.
I personally feel like the real issue is trash packs not having synergy that must be broken.
I've expressed this elsewhere, but every role should feel their impact when they take on a trash pack, and "gather and aoe" should be extremely dangerous to attempt.
I want trash packs to feel more like M6S add phase (but without the brutal enrages) and less like the current normal dungeon content.
Example mob types that, when thrown together, would do this:
1 mob stacks vulns on the tank.
Another mob winds up very powerful aoes and requires interrupts.
Another will throw para or silence on the healer.
Another frenzies.
Another moves slowly and can quickly 2-shot a tank, but behaves like the "spiny" in UWU and locks onto the first person to hit it (kite it or else)
etc. etc.
Last edited by plasmacutter; 01-05-2026 at 08:14 AM.

theres only one thing wrong with the new dungeon.
the final boss is a boring griffin.



My biggest gripe with the new dungeon is the final boss is unironically probably one of the most boring bosses they've launched this entire expansion. Disappointing considering I was looking forward to it when I seen it in the trailer. Did the tornado in the death wall even do anything?
My biggest issue with dungeons overall besides being glorified hallways and only serving to continue the msq is that trash pulls are insultingly mundane and boring. There's nothing to them besides their damage being more lethal than bosses somehow (lol).
cast interrupt who? What do most of them interrupts even matter when you can just dodge the aoe anyway? Make them more life threatening.
Dungeons in DT are extremely easy and boring


The tornado is another point from where thunder lines can originate. Practically speaking it doesn't make much of a difference.My biggest gripe with the new dungeon is the final boss is unironically probably one of the most boring bosses they've launched this entire expansion. Disappointing considering I was looking forward to it when I seen it in the trailer. Did the tornado in the death wall even do anything?
Dungeons should be easy though. You have 3 more difficult settings of content to play including V&C again soon.

Honestly the biggest problem with dungeons isn't their difficulty for me, it's the rewards they give.
I absolutely despise XIV's dungeons, they are all the same mob pulls with overall easy usually unoriginal bosses, but Expert Roulette remains one of the best ways to grind out weekly tomes outside of Hunts. It's fine for dungeons to be easy but they need to make it so players who enjoy harder content can get their weekly tomes from that harder content.
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