Mostly because a week or 2 ago they mentioned making dungeons easier so I thought it would be this. Seems odd for them to make it "hard" and then make it "easier" in 2.1
They said they would make content easier when newer, harder content comes out. That is not what's happening with this hotfix.
If you paid attention to previous dev posts, it is pretty obvious that they will nerf it. They are reacting to common complaints. They aren't going "Well these people hate killing trash mobs because there's no incentive to. Let's make the dungeon harder!"
The Devs themselves posted earlier this week and said they were going to make it more rewarding for clearing trash mobs. Maybe its YOU that need to pay attention?
They didn't say it was going to be rewarding they said we would have a reason to kill them.....
So you may be correct but at the same time they could Troll us and make it so we have to kill all trash mobs to get to a boss. And now that they said today next week they will be "Increasing Tomes" and adjusting difficulty I could see them doing just that.Greetings,
We're planning to release a hotfix next week that we'll use to address and adjust a few elements.
One of the adjustments regards the regular monsters in level 50 dungeons and how there is currently no reason to defeat them.
We'll be announcing additional details about the hotfix details soon!
Last edited by Arkista; 10-12-2013 at 06:17 AM.
No, you need to learn how to read. Nothing in their post said that they would make killing trash more rewarding.
You also claimed they will make the dungeon harder. You have ZERO proof of this and nothing in Camate's post indicates that would be the case either.
In case you 'missed' it:
Greetings,
We're planning to release a hotfix next week that we'll use to address and adjust a few elements.
One of the adjustments regards the regular monsters in level 50 dungeons and how there is currently no reason to defeat them.
We'll be announcing additional details about the hotfix details soon!
All they have to do is to add "bonus drops" philosophy and mythology to ALL the dungeons if you are level 50 and synch down to do any dungeons below level 50 since you are not earning EXP. Pretty much all the lower level dungeons can't entirely be skipped and require you do x amount of things to progress. At the end it's all about making the players to spend x amount of time to get the tomes - it does not matter if they are doing the lvl 50 dungeons or below lvl 50s. Heck, most of the below level 50s dungeons are actually taking longer to complete than 20 mnts.
My only concern about this hotfix is the population caps, everything else sounds great.
I sincerely hope they don't just make it a "too many people in this area you can't come in right now sorry" type of thing, or basically every area people use to FATE spam will be locked down all day every day. People won't be able to progress on quests, go gathering, and so on.
I'm very excited for this hotfix but at the same time rather worried. Post-release "difficulty adjustments" to content are almost always nerfs... I can't really think of very many situations where dungeons or encounters were made *more* difficult after release unless it was because there was a bug or exploit that made the encounter unintentionally easy.
AK's difficulty is in a good place now, and if it's going to be adjusted it should be increased a bit, not decreased. Doing AK as a fresh 50 was fun and challenging, but totally doable. I think it'd be a shame to nerf it for people who are just now hitting 50 and haven't had a chance to try it out yet.
I think that was in reference to primal fights, though. Titan (and to a mush lesser extent, Garuda) have proven to be significant progression walls for some players simply because they are too hard for them. As much as I don't like it, I can understand them nerfing those fights a bit to help people who are stuck at them (as long as they add the new extreme modes that present a real challenge).
Nobody is really getting "stuck" on AK or Wanderer's so I hope SE will leave the difficulty as is. Besides, AK and Wanderer's become much easier with gear, whereas Titan is a bit less dependent on gear and more on mechanics/positioning.
Right, that would fall under the "fixing a bug or exploit" bit I mentioned. Regardless of whether or not one considers those speedruns an exploit (an argument I'm not interested in, I loved speedruns), they were pretty obviously not the intended way to clear the dungeon. I'm more talking about situations where developers release a dungeon/encounter, and then realize "oh wait, this isn't hard enough" and increase the difficulty it in a post-release patch. I can't really think of any situations where that's happened.Yes you can. They did it when they made it so you couldn't just run through AK, let the tank die, and then raise him right before the boss battle. This is going to be more of the same strain of making speed runs not-possible or less-rewarding if there is an actual reason to fight all the trash mobs.
Last edited by Ninix; 10-12-2013 at 03:49 AM.
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