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  1. #11
    Player
    brinn12's Avatar
    Join Date
    Feb 2022
    Posts
    323
    Character
    Lua Navkov
    World
    Cuchulainn
    Main Class
    Black Mage Lv 80
    First they removed trash from 8-man raids, now from 4-man. Why even add it in the first place? Even Deep Dungeon is going through this, with trash HP being practically non-existent on the harder floors.

    Everyone must to rush straight into boss fights. Well except for normal dungeons, where people are stuck doing the same dungeon for 10 months, hitting harmless sponges that SE never bothered to change in over 10 years. The interesting mobs are the ones being deleted.
    (7)

  2. #12
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,483
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Monk Lv 100
    a proper achievemen that isnt just finish this or that content? nah they dont do stuff like that xD
    (2)

  3. #13
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,237
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Destati View Post
    I feel like removing the trash mobs kind of defeats the point of having a dungeon with more explorable and challenging elements? Not to compare apples to oranges but it reminds me of how between Heavensward and Stormblood they removed trash pulls from raids. Now I'm not saying trash mobs should be in raids, but it did give me more of a feeling that I was "raiding" an area. It just feels like more of a trial otherwise.
    This is pretty much exactly how I've felt about raids and dungeons for like 7 years now.
    Alexander still felt like an actual place in the world that you were "raiding".
    But even back then dungeons were already going the way of "corridors with pretty wallpaper that end in an arena".
    And it has only gotten worse with time.

    Which is also what immediately killed my interest in Criterion.
    When I think of harder dungeons I do not think of a boss gauntlet that is just more corridors to connect 3 trial bosses, with maybe a trash pack or two.
    (7)
    Last edited by Absurdity; 11-03-2025 at 03:34 AM.

  4. #14
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,229
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    That's the only thing the devs know how to do those days, trial bosses. That's literally the only thing remaining in the pve game beyond perhaps deep dungeons. It's like they want their game to cater to the least amount of players, while doing everything else otherwise to satisfy everybody. It's quite maddening how schizophrenic it can feel at times.
    (3)
    Secretly had a crush on Mao

  5. #15
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    958
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    After playing all three versions of the new Merchant's Tale V&C dungeon, I can say that there's several good aspects to it. First of all, the extra mini-boss was a welcome surprise, as having the same one for all three paths in previous variant dungeons was a bit stale. I also enjoy the aesthetics and music of the dungeon, even if it might've been nice to have one boss battle in the initial area we start in. The difficulty of the three modes seems well adjusted, with advanced in particular being tough but fair enough to clear even when dying a lot. The boss mechanics are fun in all modes but they're also a bit too healthy in the normal variant version, at least when playing solo as a DPS.

    That said, there's also other elements that warrant criticism. The three initial points exposed in the OP are still true, especially the first one. Not having trash in Criterion is a missed opportunity since there's not a lot of content in the game with dangerous trash mobs.

    Variant Advanced and Criterion feature the same three bosses, when it could've been interesting for one of them to include the other three or to add a second path in Criterion that featured them.

    The lack of voice acting is also felt, as it would've added a lot of personality and charm to the characters and especially the bosses.

    The rewards are adequate but player feedback has been clear: completing all the variant paths should reward a mount just like before and rewarding the ester from Another Alo Alo Island (Savage) in Advanced and Criterion devalues the old dungeon in the same way that the coffers in the Occult Crescent and the drone chests in Cosmic Exploration have devalued previous content.

    We should have gotten a new ester to provide particle effects to existing weapons. For instance, any of the tome weapons available in Dawntrail such as the Quetzalli ones or even the Palaka weapons from Vanapasti due to its thematic link with the dungeon.

    Additionally, Advanced and/or Criterion could've awarded a token each per week that could be exchanged for any of the tomestone augment items. This would've helped the gearing process of alt-jobs for raiders and main jobs for non-raiders, as well as provide an avenue to allow the use of the hypothetical new esters to upgrade the newest tomestone weapons into a glowy version.

    The fact that there's been mixed reception about the rewards of the content should inspire the developers to do better next time, even though they already had 3 years of feedback from the previous V&C dungeons.

    Please, keep these ideas in mind for the next releases. We want more V&C dungeons!
    (3)

  6. #16
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    958
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Something to add after clearing Another Merchant's Tale blind: great fights but the trash mobs are sorely missed, bring them back!
    (5)

  7. #17
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,653
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by BokoToloko View Post
    Die less, then.
    Death limits are an artificial crutch to make things harder, same thing as one mistake wipes and one hit kills (outside of tank busters as those are legit). It's a quick fix and a sign of lack of creativity or lack of resources.

    I believe the Devs are very creative, so it's a lack of resources and they are doing what they can as fast as they can. Where the resources are going or where they went is a different discussion for a different topic.
    (2)

  8. #18
    Player
    hotdamjam's Avatar
    Join Date
    Mar 2025
    Posts
    8
    Character
    Apollito Atlasito
    World
    Excalibur
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Hyperia View Post
    Death limits are an artificial crutch to make things harder, same thing as one mistake wipes and one hit kills (outside of tank busters as those are legit). It's a quick fix and a sign of lack of creativity or lack of resources.

    I believe the Devs are very creative, so it's a lack of resources and they are doing what they can as fast as they can. Where the resources are going or where they went is a different discussion for a different topic.
    I mean, 1 person dying is 25% of the team dps/mit gone. If its a tank dies good luck surviving autos, if the healer dies, good luck recovering before the next raid wide comes in as they have to heal themselves and the rest of the party.

    Death limits in criterion are a way to remove cheese, to remove the ability of just using rez to skip mechanics. It allows a normal progression into the fight. My group has been blind progging AMT and the deaths offer a way for us to experience the fight without both dps being forced onto rez classes. Since everyone has access to rez, its not just the healers responsibility.

    I'd rather have 'artificial crutch'(es) in AMT via limited rez options as they provide stakes into each fight than people getting dragged through the finish lime via unlimited rez.

    Also, because the cadence of these mechanics play off of 4 players, I believe its intended to have limited rez as the mechanics through the fight lose out on their novelty if the intended 4 player mechanic is resolved by 3/only has 2 of the 4 assignments get deployed (ie chains during sword master).
    (0)

  9. #19
    Player
    Yodada's Avatar
    Join Date
    Sep 2021
    Posts
    291
    Character
    Teaudix Suidoreux
    World
    Shiva
    Main Class
    White Mage Lv 70
    Quote Originally Posted by hotdamjam View Post
    I mean, 1 person dying is 25% of the team dps/mit gone. If its a tank dies good luck surviving autos, if the healer dies, good luck recovering before the next raid wide comes in as they have to heal themselves and the rest of the party.

    Death limits in criterion are a way to remove cheese, to remove the ability of just using rez to skip mechanics. It allows a normal progression into the fight. My group has been blind progging AMT and the deaths offer a way for us to experience the fight without both dps being forced onto rez classes. Since everyone has access to rez, its not just the healers responsibility.

    I'd rather have 'artificial crutch'(es) in AMT via limited rez options as they provide stakes into each fight than people getting dragged through the finish lime via unlimited rez.

    Also, because the cadence of these mechanics play off of 4 players, I believe its intended to have limited rez as the mechanics through the fight lose out on their novelty if the intended 4 player mechanic is resolved by 3/only has 2 of the 4 assignments get deployed (ie chains during sword master).
    I would even say we need even more cheese (be it mechanic-wise or ilvl-wise). Cause it would help the longevity of content in the long run (my PoV)
    cause you could drag lesser skilled (actual lesser skilled (for whatever reason) not the type i dont want to do harder stuff) through it so you still have
    things to do with your friends between patches. Square could still offer special achievements like no death run ones (just like Deep Dungeons) etc.
    for those who seek the special challenge. (thats not specifically tied to Criterion and Advanced Criterion, just in general)

    Because right now its disheartening to see some peeps on my FL just leaving because they are actual not able to perform in quick DDR slop design fights
    we are currently having instead of having fun with friends and dying from time to time.

    So for me rez limits or body checks are just a symptom for CBU3's incompetence when it comes to job and combat design that this is the only thing
    whats left for them to challenge us WoL. I am sure a lot of players (especially those from Savage onwards on) dont want to hear it but at this point i
    rather take a few dead bodies through a fight and FF14 being an healthier game overall instead being like Yoshi "Want to have fun? Go play Ultimate".
    He is still the captain of the ship so he has also the right to steer it into the Iceberg. So whatever.
    (2)
    Last edited by Yodada; 03-27-2026 at 04:56 AM.

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