Will Ramuh have exclusive weapons for defeating him?

Will Ramuh have exclusive weapons for defeating him?
Since RNG programming activities already exist in the game (chest items, drop rate, etc), there is already an underlying idea and understanding that an exactly acquired reward each and every time that is item specific with no variance is not only a point of necessitating a returning and repeating of the (fight, dungeon, raid) to get what you really need, but also keeps an interest level of players doing it high to some extent.
Can this be done (or is it in the works already) for an 4/8-man dungeon, as far as monsters spawning, location of spawn, and which boss you encounter at each segment?
(to explain, the former, this would include monsters that have cone or circular AoEs, distant or straight melee; different ones, and random spawn locations, sometimes the same, and would be from 3 up to 6 at once. For the latter, there would be a set number of 6 different bosses, but you would encounter only two different ones each time through, with a final boss that remains static.)



Are there any plans to add dynamic elements in all dungeons that would change every time?
Most players can run dungeons blindfolded now, so it would add a nice element to revisit them. (horizontal content expansion)
LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
(Marvelous economics IQ test!)
Extreme dungeons with cooldown timers (2 days or something like that) that drops a component for an item that can be used as an upgrade item (when assembled gives oil of time or sands of time)?
//asking to see if its possible to have an alternative to RNG item drops from coil v2, some people just don't have luck :/



Will there be an Item Level Sync associated with this dungeon, or any plans to add it to any dungeon?
As the average gear levels of players go up, especially now with the ease of access of iLvl 90 gear, I'm finding that any given party in Duty Finder likely has members so overgeared for the content that it doesn't even require any genuine effort, and many mechanics can just outright be ignored. I recognise that a primary objective for this game's design is to have older content become easier over time, but the fact is that right now that lots of post-50 4-man dungeons are frankly easier than a lot of pre-50 dungeons simply due to 3/4 members being overgeared as hell.
I don't want to see these dungeons offering zero challenge from day one, essentially.

How long will it take a i95 team to run through these dungeons?
http://www.twitch.tv/mogul1x

Will you had a outdoor forest dungeon, whit plenty of passage and a more happier theme, maybe add chocobo, why not a chocobo family lost that we must save ? Anyway more outdoor forest dungeon.

Will we ever get any other 8 man dungeons outside of the two story dungeons we have or the 24 ma alliances of Crystal Tower?
can we do something different in the dun instead of just kill, mini boss, final boss and repeat? (puzzles, saving people from cages, getting split up into 2 teams etc)
can we have solo options in dungeon? I feel like im powerless without a party like i cant stand alone in a fight
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