4 Absolute Virtues at the end of the dungeon.
SE: "SUCK IT!"
SE begins casting Meteoraga

4 Absolute Virtues at the end of the dungeon.
SE: "SUCK IT!"
SE begins casting Meteoraga


I hope it DOES pose a challenge and not just a time thing, but a real MP management, placement and TP heavy strategy that involves discussing in real time how to manage the boss. Something like the Darklord where it's resistant to Magic when it's down, or something, that'd be brilliant.
With auto-attack we can focus more on strategy than spamming, I'm really looking forward to the difficulty levels. With the disappointment of the last storyline missions behind us, I hope the team has learned and is looking into making future content just as difficult as XI's requiring active participation.
It could be that they implement the dungeon but NOT the job system and simply expect us to fail until we do have a job system.
I reallty hoped they did that.. add them in to surprise everyone. But after reading the french rep answer on the thread about dungeon implementation, the same thread that the rep confirmed there would be no cap limits on the dungeons, he says that they might change the restriction of needing 4 or 8 players (depending of the dungeon) because of the player feedback. So... honestly I wouldn't count on it.

Yes, I think they should let us in without jobs and have it be too difficult to complete. And then we can experiment with jobs once released to see how we can improve on the strategies.


Bump, can we get a rep response?
Peach Parfait/Khulan Angura on Gilgamesh
They should probably implement classes first to save some re-balancing on the content, but whatever.... XD


I'm pretty sure that there was no mention of jobs being in 1.18, just that they'd be out by summer's end, which could be the end of August or September depending on how they look at it. They'll probably be in by 1.19 or 1.20.
Reps probably wont respond to this to keep the ambiguity of the patch intact for now. The Devs/Reps said it would be before end of summer but also did not say it wouldn't be in 1.18. Still a 50/50 shot at they pulling a good surprise move.
I also see Dungeons being ultimately easier on Classes than Jobs. At the moment Classes are the jack of all trades which has made ALL content up to this point a complete cake walk. So you can have 8 classes who have heals and damage mitigation abilities in an 8 man dungeon as opposed to you having 2-3 healers 1-2 tanks and the rest DPS when we can switch over to jobs.
If SE was smart they would indeed add jobs in 1.18, get the balancing out of the way and start focusing on more content as the top priority.
I believe in 1.18 we will be getting the first of the Class adjustments that come along with the auto attack system. From what it sounds like we will no longer be able to cross class as we please and will be restricted to lower tier skill's and abilities from other classes. So you wouldn't be able to equip cure 3 on your MRD only Cure 1 and maybe Cure 2 depending where they set the cut off point.Reps probably wont respond to this to keep the ambiguity of the patch intact for now. The Devs/Reps said it would be before end of summer but also did not say it wouldn't be in 1.18. Still a 50/50 shot at they pulling a good surprise move.
I also see Dungeons being ultimately easier on Classes than Jobs. At the moment Classes are the jack of all trades which has made ALL content up to this point a complete cake walk. So you can have 8 classes who have heals and damage mitigation abilities in an 8 man dungeon as opposed to you having 2-3 healers 1-2 tanks and the rest DPS when we can switch over to jobs.
If SE was smart they would indeed add jobs in 1.18, get the balancing out of the way and start focusing on more content as the top priority.
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