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  1. #101
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,928
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by VeyaAkemi View Post
    It absolutely isn't, that first pull in the pond is pathetically easy in a world where most enemies do literally 2-3 damage and Healers have literally nothing to do in pulls other than spam their basic heal, people who try to act like ARR pulls are hard completely ignore the reality of Healer level scaling, and that it's not until Qarn that anything will threaten you, and even then only because of the bees which is a gimmick attack, and nothing genuinely hurts until Stone Vigil, this leads to most of ARR being piss easy wtw pulls where the Healer and Tank do nothing but mash a single button.

    Yet here you are attempting to act like, what was it again, 2-3 more mobs that will appear only after the initial pull is done, to the point nobody cares about the note and just take their chances at the button, add any real complexity or are any more of an annoyance.

    Please heed to your own words, it's you who is adhering to a blind narrative.
    You know. I don't even have to use words. We can just see it happening in this hilarious video. I will repeat, and now provide video evidence. Sastasha had bigger more complex pulls, was a more fleshed out dungeon than what have now at level 100. There were also a ton more rooms to explore, not that anyone did, but you COULD.

    https://www.youtube.com/watch?v=Zx0FGkueY-4

    As a side note, I haven't laughed as much as I did watching this video in a good while. Especially when an entire army starts chasing the last dps lmao. I cant say any of that for new dungeons -.-

    That dungeon provided more fun in 1 minute than any expert dungeon does right now.
    (2)
    Last edited by Ath192; 01-06-2026 at 12:08 PM.
    Below we have a transcription of what Naoki Yoshi-P Yoshida said at PAX:
    - "For some players, like me, I kind of get sleepy because it's so repetitive."

  2. #102
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    630
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    It is true to say that in terms of threat levels, I feel like dungeons have gone down pretty significantly from ARR to DT. One does not simply forget healing W2W Stone Vigil, that is an experience, on the other hand DT pulls are not memorable at all and the healer only exists as a healer if things are going horribly wrong - Or there's a DRK whose use of abyssal drain and living dead are imperfect (though for some DRK is things going horribly wrong).

    Someone previously said about making mobs synergistic and I agree, nothing in a duty should be pointless (including healers) and mobs are the second most pointless things in dungeons right now. Sure they shouldn't live as long as bosses, they're not bosses, but they should at least put up a fight. If we're so all powerful that nothing CAN put up a fight against us then what are dungeons for anymore?
    (3)

  3. #103
    Player
    Deejudanne's Avatar
    Join Date
    Aug 2021
    Posts
    115
    Character
    Maple Rue
    World
    Twintania
    Main Class
    Dancer Lv 100
    Dungeon design could really use some radical changes, falling asleep with the current format of 2 packs per forced stop due to doors
    (2)
    These people really complaining about an MMORPG being grindy ICANT

  4. #104
    Player
    Lunaxia's Avatar
    Join Date
    Jul 2015
    Posts
    1,259
    Character
    Ashe Sinclair
    World
    Phoenix
    Main Class
    Thaumaturge Lv 60
    I think what people miss is the sense of variety and unpredictability. I would say DT dungeons have been more difficult, on average, than previous expansions, but they've also been much more rigid. And though the bosses have more complex mechanics, the novelty wears off after a while, and it becomes just as repetitive as earlier dungeons, only without the colour they used to have. Before, leniency with mobs and the satisfaction of wall to wall pulls, coupled with a more engaging environment (different rooms, pathways, mob variety, environmental damage etc.) meant there was always that element of surprise, if you like, where something unexpected could still happen and you had something to think about or focus on. It's very linear now.

    And to be honest, I don't even think the extra difficulty is even fun. A lot of it is just busy DDR mechanics that overly punish minor missteps with cheap "gotcha!" attacks and don't even feel satisfying to beat. I wasn't fond of Mistwake, it still felt clunky and overworked, but it felt more evenly paced and thought out than prior dungeons.
    (3)

  5. #105
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,215
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    If anything I truly agree with the OP, the sub 50 ARR dungeon design was at its peak ironically, little flaws of design notwithstanding.
    (3)
    Secretly had a crush on Mao

  6. #106
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    560
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Lunaxia View Post
    I think what people miss is the sense of variety and unpredictability. I would say DT dungeons have been more difficult, on average, than previous expansions, but they've also been much more rigid. And though the bosses have more complex mechanics, the novelty wears off after a while, and it becomes just as repetitive as earlier dungeons, only without the colour they used to have. Before, leniency with mobs and the satisfaction of wall to wall pulls, coupled with a more engaging environment (different rooms, pathways, mob variety, environmental damage etc.) meant there was always that element of surprise, if you like, where something unexpected could still happen and you had something to think about or focus on. It's very linear now.

    And to be honest, I don't even think the extra difficulty is even fun. A lot of it is just busy DDR mechanics that overly punish minor missteps with cheap "gotcha!" attacks and don't even feel satisfying to beat. I wasn't fond of Mistwake, it still felt clunky and overworked, but it felt more evenly paced and thought out than prior dungeons.
    This. The difficulty is higher in DT, and I love the ‘nervous’ aspect of the new bosses. But what's annoying is the endless ‘2 pack - 1 wall’ rhythm. As a tank, it's particularly noticeable: how boring it is after ARR! I'll use Stone Vigil as a reference again and again: despite its age, it's one of the only dungeons where I bother to really look at my healer's levelling. And I adapt my pulls accordingly, because w2w with a newbie isn't always possible.

    It's this necessary adaptability that's missing in current dungeons. I don't know if it's a lack of time that dictates this shift towards such a monotonous rhythm, but if anything needs to be modified to the dungeons, it's that.
    (1)

  7. #107
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    893
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Carin-Eri View Post
    As said in another thread - I enjoyed it. Played it with Trust (as a side-note, Sphene was a great healer) the first time I played it and found the balance about right personally.

    Unpopular an opinion as this may be, I'm going to express it anyway: I'm hoping they continue to balance fights in this manner; I don't see why every boss has to be a DDR-attack fest - let those of us who prefer some balance have some fun.
    I know I did.
    There's no "DDR-attack" fest anyway and it's not balance, you just have the bar low. Mentioning Sphene being a good healer when it's literally a bare bones npc is testament to that.
    (0)

  8. #108
    Player
    Astronis's Avatar
    Join Date
    Mar 2024
    Posts
    567
    Character
    Astronis Smythe
    World
    Mateus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Merrigan View Post
    This. The difficulty is higher in DT, and I love the ‘nervous’ aspect of the new bosses. But what's annoying is the endless ‘2 pack - 1 wall’ rhythm. As a tank, it's particularly noticeable: how boring it is after ARR! I'll use Stone Vigil as a reference again and again: despite its age, it's one of the only dungeons where I bother to really look at my healer's levelling. And I adapt my pulls accordingly, because w2w with a newbie isn't always possible.

    It's this necessary adaptability that's missing in current dungeons. I don't know if it's a lack of time that dictates this shift towards such a monotonous rhythm, but if anything needs to be modified to the dungeons, it's that.
    More Mt. Gulg options would be nice. No one ever has to pull wall to wall there, and generally people aren't surprised or upset if you don't, but it's there for the taking if you want.

    As far as trash pack synergy goes...it's there, kind of, at least in a couple dungeons. Tower of Zot has untelegraphed tankbusters and a couple critters that are higher priority to keep under control than others. Vanguard has one with a ton of magic damage that caught people off guard as well, though it's not as big a deal any more.
    (1)
    Last edited by Astronis; 01-07-2026 at 02:20 AM.

  9. #109
    Player
    Carin-Eri's Avatar
    Join Date
    Feb 2022
    Location
    Old Sharlayan
    Posts
    2,111
    Character
    Carin Eri
    World
    Phoenix
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Teno View Post
    There's no "DDR-attack" fest anyway and it's not balance, you just have the bar low. Mentioning Sphene being a good healer when it's literally a bare bones npc is testament to that.
    Well I enjoyed it and thought it was well-balanced. I feel no shame in holding this opinion and am as entitled to my view (minus the low-key insults you couldn't resist expressing) as you are to yours
    (1)

  10. #110
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,928
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Astronis View Post
    More Mt. Gulg options would be nice. No one ever has to pull wall to wall there, and generally people aren't surprised or upset if you don't, but it's there for the taking if you want.

    As far as trash pack synergy goes...it's there, kind of, at least in a couple dungeons. Tower of Zot has untelegraphed tankbusters and a couple critters that are higher priority to keep under control than others. Vanguard has one with a ton of magic damage that caught people off guard as well, though it's not as big a deal any more.
    I don't understand why the developers thought locking down content so it could only be played one way was the correct decision. Freedom is always the best course of action. A dungeon has to be designed with a particular clear path in mind, sure, however it must allow for its rules to be challenged and broken.

    This was clear in early dungeons, where, a player and their party had to become aware of each others capabilities to make that determination for themselves. CAN we pull the whole dungeon? Dungeons also taught discipline and punishment for making the wrong decisions.

    In modern dungeons there is nothing to think about. At all. Why would anyone think that is fun is beyond me. And to top it off the bosses hardly punish in a way where a wipe is likely. Do they happen? of course they do, but they are anomalies and probably accidents rather than due to the challenge the dungeon itself presents.

    They are "Oh hey, I couldn't fit in 10 GCDs by the time that giant cast bar got finished casting and it killed me" deaths.
    (0)
    Below we have a transcription of what Naoki Yoshi-P Yoshida said at PAX:
    - "For some players, like me, I kind of get sleepy because it's so repetitive."

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