Enkidoh that sounds epic nice catch.
Enkidoh that sounds epic nice catch.
Level 50 Dungeons based on the said Primal cult.
Difficulty of dungeon will be a tier or two below the current end game raid. Think Admadoor Keep > Primal Hards > Binding coil of Bahamut.
You don't fight the Primals themselves here yet the dungeons will be theme around said Primals element and how the cultists have turned themselves, the people they have captured, and their pets and wild animals are also revolved around the theme. These dungeons are part of the expert level with dungeon wide persistent effects.
Also the dungeons themselves will be long like CT and you can't speed run these dungeons for quick easy clears either. The chest and boss drops are primal specific for vanity there will also be recipes for crafters which do the same but these can be customized with materia and can be dyed. Need at least trusted to be able to wear.
With how the beastmen dailies and the storyline has been panning out. These dungeons are only be accessible after gaining the new rep after trusted (there was talk about this I believe). Since "elitist" will hate the thought of seeing everyone with these new vanity gear. Said requirements are there to reward only those that have done their beastmen dailies to completion and are keeping up with their gear.
Ifrit's Dungeon: Fire theme possible lava flowing river yet there will be a constant burn effect throughout the dungeon from the intense heat. Location in the Sagolii Desert or near the Zanr'ak Altar.
Ramuh's Dungeon: Lightning theme with lots of thunder and lightning bolts and instead of paralysis think FFX when you can't dodge a lightning bolt. Location Sylphlands.
Titan's Dungeon: Earth theme with earthquakes that persist throughout the dungeons which are caused by certain mobs. Location U'Ghamoro Mines.
Leviathan Dungeon: Water theme with tons of tidal waves, whirlpools, and waterspouts 1 player will be forced to steer the ship until the boss phase. Location Aleport docks.
Garuda's Dungeon: Wind theme with constant twisters and air pushing action. Location over at Natalan on Cids new airship.
Last edited by Gormogon; 04-17-2014 at 06:44 PM.
My dungeon concept is based on Byregot's Strike in the Sagolii Desert. It's called "Tinker's Toybox" and revolves around mechanical amusements and animated dolls created long ago for the entertainment of a lonely prince or princess of Belah'dia or Sil'dih. Enemies would include forgekin, soulkin and some vilekin that have invaded over the years. There must also be a mimic mob named Jack in the Box!
The first boss would be Belhelmel, based on the pendulum guillotine FFVIII enemy which alternates between 'laughing' and 'furious' attack patterns. Each pattern reacts differently to player actions and has different resistances.
The second boss would be Armstrong, based on the FFIX and Crystal Chronicles version (not the FFIV After Years version), a house shaped construct with a cannon, controlled by eight Cait Sith Deluxe dolls which emerge as adds over the course of battle.
The last boss would be Cait Sith DX-09, based on the Cait Sith from FFVII. It would be much tougher than the rest, mounted on a fat Mecha-Moogle. Its abilities also reference FFVII, such as Dice Roll, Slot Machine, HP Shout, and Death Roulette.
Possible gold coffer rewards might include a Regal Crown resembling Cait Sith's crown or a Mecha-Chocobo mount based on the angular polygon model of the chocobos in FFVII.
Last edited by Quintalian; 04-18-2014 at 03:36 AM. Reason: Mimics and coffers and treasures, oh my!
Some dungeons have a few more mechanics than others, for instance WP's gates that you need lantern oils to open, or Toto-Rak you need the photocells. I'd like more dungeons with different mechanics you need to do to get through them, or some more paths to take so it feels slightly less linear. Maybe make a big area for one dungeon like the desert in Final Fantasy Crystal Chronicles, or Moschet Manor's being that you have to kill the tonberry chefs before you fight the boss in the center courtyard. If I recall several places in FFCC had at least some puzzle mechanics to them, even if it were just carrying a stone to open a door or bridge.
Changing some things up might be more interesting.
Speaking of FFCC; Maybe a dungeon reminiscent of FF Crystal Chronicles with the carrying mechanic used in Copperbell HM (and the Hatchingtide event), but dungeon-wide. Hell maybe take it straight up, a dungeon where you need to carry a crystal challis to protect the group. Have to stay within the protective sphere or take damage or something. Or a harder mechinic! City of Amdapor Extreme: Step outside of the protective bubble for too long and you get spores that make you attack your party for 5-10 seconds since there's fungus n stuff everywhere (and you turn into a clicker if you get out multiple times in a set time period!).
Last edited by File2ish; 04-18-2014 at 03:52 AM.
I would love for there to be a dungeon that is stuck in a pocket dimension or a void of some sorts.
The lore would revolve around some sort of anomaly that is affecting the perception of those with the echo. The echo leads you to a rift in our universe/dimension that is caused by an entity that is attempting to break through to our universe/dimension to extract revenge on Hydaelyn for imprisoning it there long ago (hence why the echo leads us there, to stop the same entity again).
When I imagined this dungeon I thought about a place that looks similar to this place:
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I'd like that, and something like Urssa Cave Temple from Star Ocean 3, where you faced doppelgangers of your party members. I'd like a dynamic dungeon that changed every time you went in.
For me, maybe something like the Dragon's Den from the GBA version of Final Fantasy VI, with Kaiser Dragon as a boss at the end.
A few less linear dungeons! For instance, one of the most memorable dungeons in FFCC for me was Moschet Manor. The layout required to you visit a specific number of rooms (killing Tonberry Chefs) from a central plaza before fighting the final boss of the area in said plaza.
A whole dungeon could possibly expand on this where each room is expanded into a short wing or series of rooms connected to a central plaza (with the last room connected back to or close to the central plaza). Some of these wings would have a boss mob to drop some tomes, and others only specific mobs to summon the last boss which appears in the central plaza
Essentially a party would have to decide on whether they want to defeat the boss mobs for some tomes, go for the last boss for multiple tomes (hope this wouldn't cause a HM Brayflox like problem though), or do everything.
It would also cause the party to backtrack a little bit (perhaps somewhat similar to Hauke and CT), but the final goal point would be visible immediately (perhaps the goal is to save some npc or rare item in a large cage in the center of the first room?) and perhaps certain areas of each room would refill with different trash mobs.
As for the setting? I'm not really sure, maybe a throwback to Moschet Manor taking place in the Kitchen of the Sultana or the Syndicate in Ul'dah (because out of all the cities, I'm assuming that one would be the largest), where some chefs from The Bismark (or perhaps Brayflox) infiltrate the Kitchen to steal back some rare ingredient (or cheese).
Edit: didn't notice someone else already mentioned Moschet Manor, though mine elaborates a bit more =P
Last edited by Necromunkey; 04-18-2014 at 06:32 AM.
It would be fun to have a maze like dungeon where each party member starts in a different area and have to find each other to fight the boss![]()
So.. I just recently started actively posting in forums.....
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I would like to have more silly dungeons where some stuff happens at random and out of your control but doesn't cause death, more like a nuisance but that you can laugh about.
Like being randomly pushed to a side, OR make yourself be pushed like a ping pong to unlock some door/passage/reach a coffer... maybe thats the only way to reach an area: by being pushed into it... but you have to trigger it, make yourself be pushed or a party member push you.
Maybe the last member cannot be pushed and will be forced to take the long way around (there should not be enemies there, or they should be very low level, a coffer is ok).
Paint fights... being attacked by something that colors your whole character and it probably causes you to walk slow, or maybe you actually need to be covered in certain paint to open a door or something.
Better yet if they put a contraption that shoots paint/wind balls so that you can shoot your party members, or shoot each other and probably waste the rest of the dungeon time running around painting/pushing each other.
Mount races !!
Give us a temporal mount that we have to use to run away from something chasing us. If we get certain damage we lose our mount. We can attempt to sprint but most likely die. Once at least one party member reach the end of the track, a save point will be created so other party members can teleport/respawn to it.
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