Not if your group mastered the 17 minute speedun for the relict quest.
And for Dzemael it was possible to run through it until the ogre room without fighting anything on the way.
https://www.youtube.com/watch?v=qiTgSNsjMXw
Not if your group mastered the 17 minute speedun for the relict quest.
And for Dzemael it was possible to run through it until the ogre room without fighting anything on the way.
https://www.youtube.com/watch?v=qiTgSNsjMXw
Last edited by Felis; 08-02-2014 at 03:49 AM.
I went there all the time to level in the late 40/early 50 range iirc. I think it was split into upper and lower sections but I haven't played WoW in 6 years or something.No one on my server wanted to touch that place. I don't think I ever went inside there, until you needed to talk to a spirit or whatever to get a token for the first moon-celebartion-festival-event-thingy, and even then I soloed it as a Hunter. Feign Death and Shadowmeld, ho!
Why is being able to pick and choose which bosses to kill a bad thing? It gave more choices, you didn't have to clear BRD 100%.15 bosses and a couple of rare spawn bosses. It was so big and complex that players had split the place to three or four boss routes to run -- the first room alone had like 30-40 mobs! A full run could literally take half a day to do. Mob levels were also all over the place, because of how big it was. Some of the areas were behind a locked door, where one would need either to complete a quest inside the same dungeon to get it or have a Rogue to pick the lock. You had to be dead to get the quest, which was pretty cool. Can't remember if the loot was any good, except for a couple of pieces, before the vanilla loot revamp. Think all INT on caster gear replaced with PIE tier of bad, but the itemisation in general is another story.
I hope I never see anything like that again.
Oh, you mean those great 1.0 dungeons where the goal was to run straight to the boss fighting as little as possible, and if you aren't a bard then you aren't allowed in?
Right, those were the days... >.>
Dont reminisce about older versions/games...It upsets the herd. You dont want a stampede.
I've done 5CSR in every dungeon in 1.0 and they were absolutely fun to do. Could not stand doing them 1000 times for the 1% drop rate of DL gear but Mnk burns on Miser were awesome.
Aurum Vale 17 minute speedrun
https://www.youtube.com/watch?v=XG_FnAJiqPQ
It's super speed run btw, required for getting relic quest mats 100% chance. The regular speed run are below 25 mins, required to get higher chance of darklight gears chest popped and relic quest mats lower chance to drop. Normal run simply offers darklights & relic items in near abysmal chances.Aurum Vale 17 minute speedrun
https://www.youtube.com/watch?v=XG_FnAJiqPQ
Darklights used to be powerful armors back then. Oh... how the mighty fallen... lol
Last edited by BobbinT; 08-03-2014 at 06:22 AM.
Because dungeons weren't something bad from 1.0 beside the repetition of Aurum Vale and Cuter's Cry for end game gear (Darklight). Is were the vast open zone that make ppl lag a lot, the copy/paste maps, the battle system, the servers and probably others stuff.
I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.
The content design was never the problem in XIV 1.23+.
The issue was the lack of it there was not enough, and then comes into play the issues with a engine that did not work for mmos, combat system, copy paste world.
Crafting, gathering, progression, gear design (stats), and dungeon design were all vastly superior in 1.X compared to 2.X.
Dungeons in 1.X blew away 2.0s issue it how long it took them to make 1 and how few of them they are.
Must be why 1.0 was a smash hit!The content design was never the problem in XIV 1.23+.
The issue was the lack of it there was not enough, and then comes into play the issues with a engine that did not work for mmos, combat system, copy paste world.
Crafting, gathering, progression, gear design (stats), and dungeon design were all vastly superior in 1.X compared to 2.X.
Dungeons in 1.X blew away 2.0s issue it how long it took them to make 1 and how few of them they are.
So smashing that it almost crumbled Square-Enix.
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