If you're saying the 1.0 dungeons that got carried over to 2.0 are hard, I don't know what to tell you. I've never had a hard time in a low level 49- dungeon even with new players.



If you're saying the 1.0 dungeons that got carried over to 2.0 are hard, I don't know what to tell you. I've never had a hard time in a low level 49- dungeon even with new players.



Oh I get it. It's because your gear isn't level synced on "hard" dungeons. Most people way outgear the ilvl requirements these dungeons were designed for. The other dungeons, the pre 50 ones, your gear is synced with your level and brought more in line to preserve the difficulty. Probably so it isn't THAT easy to carry someone who isn't level synced through them as it would be otherwise.
the battlesystem in 1.0 was just awful and slow and made most things way more difficult, then they would be now
with the current battlesystem the 1.0 instances would have been cakewalks too


err... you guys really missing the point here. I'm not complaining about how hard it is, since I'm not. If you read last sentence on my 1st post, I even suggest that other dungeons should be more harder than old 1.0.
It's more like how ppl not to eager to do these things.
As in my case, I'm doing this for my animus books, and got harder time getting ppl to come play these dungeons with me since these old 1.0 ones are not too friendly compared with ARR designed dungeons.
Again, keyword: eagerness.
There. I underlined, and bold it. ;D


because people were wearing trash gears back then.


The problem is that SE's new level 50 dungeons have too low level req. when everyones running around with at least ilvl90 gear they are too easy. and you can get full ilvl 90 in a day from hitting 50.
I sure hope that next dungeon requires avg level 100+ but if they're going the same path again it's gonna be ilvl 80, so it's gonna be supereasy again
http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)
Yah what others said. You're gear capped in those dungeons whereas anything post-50 you and outgear. I've run things like Haukke HM with a very low ilevel team and it's HARD. Especially the final boss. Sure the constant difficulty of AV and to a lesser extent DD can be a deterrent but the only answer to that is the nerf bat. We do NOT want them nerfed. New 50s are already getting to coast without learning their jobs thanks to Hunts. We can't take away two of the only dungeons that test them before 50.
Your original post is written rather confusing and your choice for the thread title doesn't help either.
Like how you explicitly say it's not about difficulty, but then most of your post talks about difficulty, and then your recommendation to encourage people to run these dungeons is also about difficulty (unless you meant something else with "re-tune these dungeons")
Moving on to the topic, I think it's less of people not wanting to run them and more of they are not required by the main quest, every other dungeon is required to be ran at least once, Halatali, Qarn and those three are purely optional, I assume many people don't even know they exist until they are required to unlock them by the GC quest. It doesn't help either that in order to unlock them you have to do a side-quest, and I think during the leveling process many people skip side-quests and focus on the main quest.
Dzemael - people are too busy making pre-mades to do first room clear.
Cutter's Cry - I honestly don't know, I get this often in roulette enough.
Aurum Vale. - no lvl 50 job/class skill, ilvl can't help you and lots of ways to die. A general non-favourite. Also first room clear.
Maybe that helps?


Yeah the dungeons pre-50 aren't hard, but they certainly provide more challenge than the post-50 dungeons due to the dungeon ilevels not keeping up with character levels like they do pre-50. Game could really use some harder dungeons without lockout so that FCs have something to do. Coil lockout kills FCs.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
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