Never had to move, even pre nerf. Just sit in the middle the whole time even when she charge, and it still work nowadays with full dl gear. Siren was the most feared boss, but not close to be a hard one
(Also, what? You had to move for a lot of things on Siren. Whoever has Sergeants should be kiting them. When she jumps you either need to run in so the whole party doesn't get hit with song or out so you don't get whacked by charge. Pre-nerf, letting crap like that happen meant your healer's job was almost impossible.)
People want to steamroll dungeons because so much currency (tomes etc) are needed to get the rewards. People simply don't have the time to screw around with the possibility of having their progress slowed.
In order to have challenging dungeons the grind would have to be lessened and the rewards more immediate. All paths to those rewards would need to be equally difficult.
I agree though, more challenge in this game would be nice (but with less one shot death mechanics).



OP wouldn't dare go hardcore and play life in Eorzea on the edge.
Manual but Brutal Player Mentality: any death = manually restarting a new character.
I guess I'm not speaking stats but mechanics/strategic complexity.
Trash is literally trash in this game, no thought-process or tactics involved whatsoever.



2.4 not even out yet, and already complaints and suggestions to make it better. Where can I find this crystal ball everyone else seems to have?
It's in lieu of precedent, SE keeps pumping out 4-man steamroll fests.
Sure, at the minimum ilvl they can be 'difficult', but how long does that last?
I want hard content that can legitimately last through a patch cycle (e.g. newest dungeons are ilvl synced, etc.).
But then people will complain that stuff is to hard and crying for a nerf, there is a reason those dungeons got nerfed in the first place. in fact they had to remove the requirement for levi EX needing the 1st 3 ex primals because people found Titan EX to hard.
This is a never ending cycle, people want "hard" content but when they get it, they cry for a nerf.



I had the opportunity to roll through the 2.3 dungeons in an iLevel minimum party to truly see the difference (after weeks of steamrolling them at i100+), and I have to say, they are pretty damn difficult at those levels, and even more so if someone is new. Especially Stone Vigil HM, where we wiped to the triple Aevis room because the healer and monk didn't have enough HP to survive the three AoEs going off at once. It took some planning.
I say the difficulty of 4-man instances is fine where it is.


This is the challenge a lot of ppl are looking for, unfortunately you need to be lucky and find a random group with low ilvl.I had the opportunity to roll through the 2.3 dungeons in an iLevel minimum party to truly see the difference (after weeks of steamrolling them at i100+), and I have to say, they are pretty damn difficult at those levels, and even more so if someone is new. Especially Stone Vigil HM, where we wiped to the triple Aevis room because the healer and monk didn't have enough HP to survive the three AoEs going off at once. It took some planning.
Tam tara hm was really hard the first time, our dps was such a low level that we couldn't beat the last boss. even though I dps the adds too as a healer and our tank. But it was hard due to the dps check not the mechanic
http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)
Yeah, this is one of the reasons why a lot of people were against raising the ilvl cap back in 2.1. I don't mind being able to speed run old dungeons, though, if only to get stuff that is no longer relevant to the current progression, but has nice item models (like the damage dealer dark light sets).This is the challenge a lot of ppl are looking for, unfortunately you need to be lucky and find a random group with low ilvl.
Tam tara hm was really hard the first time, our dps was such a low level that we couldn't beat the last boss. even though I dps the adds too as a healer and our tank. But it was hard due to the dps check not the mechanic
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