theyre trying really hard to get more ppl to leave this game

theyre trying really hard to get more ppl to leave this game
That was true in regards to CT, but there aren't any large gaps anymore and they're extending Coil (though I actually do expect that to create a gap that CT2 will later fill). The new dungeons fill exactly the same role as the old dungeons and based on the entry requirements are ever so slightly more difficult but offer much better rewards (in tomes anyway, gear rewards that drop will probably be terrible).You have to remember that Coil was their endgame "finale" content so naturally were going backwards a bit whenever new stuff comes out. It's just them filling in the gaps. To most of those whom are i90, it might not even be much of a challenge, but it's to be expected. They released coil first which was a bad idea, but at least the journey to coil for new folks won't feel so steep with all these new dungeons coming out.



More variety though but I agree the whole point of moving the "old" WP and AK gear to the hard modes felt iffy. I'm hoping that with loot they either drop the ilvl again or on the new stuff - the ending rewards will not have a big bonus of the new tomes. Sort of like how SV only gives a few philos per boss. An introduction if you will.That was true in regards to CT, but there aren't any large gaps anymore and they're extending Coil (though I actually do expect that to create a gap that CT2 will later fill). The new dungeons fill exactly the same role as the old dungeons and based on the entry requirements are ever so slightly more difficult but offer much better rewards (in tomes anyway, gear rewards that drop will probably be terrible).
If the ilvl requirements compared to existing content, I suspect that the ilvl of the gear acquired in these 3 dungeons will be at least 75(Thornmarch has an ilevel requirement of 54 and grants i75 weapons) and have some of the component items for the craftable i90 gear.
equip lower level gear. problem solved.

Yeah, people are assuming these dungeons will just drop more trash gear, but I'm actually hoping for new stuff. Maybe unique crafting materials that you can't get elsewhere, even higher than i55 crafting/gathering gear would be better than more battle gear we don't need.
Remember aswell that these new dungeons might be the only places besides T6-9 and Leviathan that you can get the new tomestones.
So... an i55 dungeon is going to be giving Tomes for ~110 ilvl gear? Wat.



I always like to point out that the minimum ilvl is only the requirement to get into the dungeon, nothing else. It's not the ilvl required to beat the dungeon, nor is it saying that the dungeon is tuned for that ilvl or anything else. You just need to have that ilvl to get in, no more and no less.
A true paladin... will sheathe his sword.
Four raid bosses on a six month wait isn't enough content. Even if you play it kindly and include primals this is a very content light MMO due to the way they poorly utilize their assets. People just want dungeons that stay relevant so they have some variety in their play. These dungeons will go out of style immediately... provided they ever go in style, ala the 2.1 hard modes/PS.
With better methods to farm tomes added in 2.1 dungeons are barely used at all. Upon raising two new alts in 2.1, I think I only visited like 3-4 dungeons, instead I just went to CT and did Scenario Roulette as they are far more efficient. I'm not asking for super, bleeding edge elements, just for content that makes sense.
Suggestions to enhance the new dungeons:
1.) Put Materia slots on all new end-game gear (should be done anyway) and allow conversion from all drops in the new dungeons.
2.) Put some new and meaningful crafting materials as untradeable on bosses in the dungeon.
3.) Put rare vanity items, pets, mounts on new dungeon final bosses. Emphasis on rare, don't make it an "everyone gets a trophy" deal like most pets and mounts are in this game.
Adding relevancy to light dungeons and the open world (and decoupling point caps and raid lock outs by job rather than character) would probably keep me in this game longer. As it stands I plan to keep playing but have so far taken two breaks due to lack of content.
Right now too much development time is being squandered on nonsense, be it one run dungeons or the PvP system. For as much of an MMO vet that Naoki Yoshida is he doesn't seem very up on trends, like the fact that MMO PvP is essentially dead after MOBAs and the very last place anyone is going to look for competitive PvP is Final Fantasy.
Last edited by Mapleine; 03-08-2014 at 09:46 PM.
I really cant understand SE for making the Ilvl so low for the new HM's/Amdapor, If u make those instances a ilvl 70-75 req it would make waay more sense and it will keep the durability of those instances way longer, Also make those instances drop a special loot, like 10% on a special crafting item or something like that would be awesome.
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