In Hullbreaker Isle, is it probably pirates?
In Hullbreaker Isle, is it probably pirates?
Will there be any lore behind the dungeon itself that plays an important role in the story of the game?
Will these new dungeons be a new "star" tier for roulette, like how we have hard, and expert, or will these new dungeons be added the the current 3 star tier (aka dungeons from 2.2)? So in summary will these new dungeons be considered 3 star or 4 star?
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Will we be getting any 8 man dungeons outside of coil and 24 man CT? Would be nice as apart of the dungeon list and duty roulette to have these as options for bigger groups, etc.![]()
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It was hinted that Edda would make a reappearance in the new dungeons. I hope though she's not an enemy to be defeated, but for her to get her retribution from the dungeon, and to see her SO...
will these dungeons actually be hard? hard mode dungeons are suppose to be targeted at players who are past the 2.1 storlyline. By the time a player reaches this point they will have obtained enough myth, soldiery, dungeon(i55-i70), CT, and possibly allagan gear. to be i70. Will these new dungeons be at least i70 , if not do you have any plans on implementing dungeons that will be relevant to players who have cleared old content?
Will these dungeons or any dungeons in the future have increased difficulty with a rare-drop item at the end that is useful for end-game players? For instance an i105 ring or something? I really did enjoy Amdapor HM (really - fantastic job) but my motivation to run it for Halatali is super low. Give me some incentive!
I don't know if this is possible story/game wise but, it would be nice/cool with a dungeon that has different platforms that you'll have to teleport from and to.
So is there a possibility for a dungeon like that in the future?
May we please see Extreme Mode Dungeons in the future?
As it is, Raiders enter a brand new Hard-mode & are easily able to begin speed-running right off the bat.
I'd like pulls that require strategy & thinking to some degree... that can actually harm that i90+ tank.
Also bosses that are more mechanically 'extreme' to boot... Bomberman Mini-game is neat but not very challenging by any means.
You wouldn't have to put as much into these Extreme Modes... keep the same bosses/designs/layouts, simply add more abilities/mechanics to the bosses/mobs.
In previous dungeon designs, the path ways were linear and easy to navigate around as a new player. But now that we are a bit more familiar with the game and higher level, Will there be the option to explore alternative routes inside dungeons in the future?
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