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  1. #1
    Player
    Edli's Avatar
    Join Date
    Jun 2014
    Posts
    408
    Character
    Edli Papami
    World
    Balmung
    Main Class
    Marauder Lv 50
    You people talk about the average player, the 90%, those without static as if that has anything to do with 4 player dungeons. The 3 new dungeons we got with 2.3 were completely useless. They were too easy for everyone, the hardcore and the casual. A dungeon without a challenge is pointless, serves no purpose. Is content that is there only for grinding tomes. As such it is boring content for everyone.
    (1)
    Last edited by Edli; 08-25-2014 at 07:49 PM.

  2. #2
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,438
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    I think dungeons are fine as it is. I mostly do them with people I know in premades and I like to chat and joke while I do them; "engame" difficult would clash with that. If I want difficulty, I go to Coil and and Primals EX. There are still some mechanics that can catch you by surprise, but they're mostly relaxing and that's why I like about them. If anything, since Primals EX and Coil don't have much storyline, I'd rather they focus more on that.
    (0)

  3. #3
    Player
    Conant's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Rosemary Dawnhunter
    World
    Leviathan
    Main Class
    Scholar Lv 60
    Here is a good idea to make everyone happy. Create a 4 man extreme difficulty dungeon (as or more difficult the Coils) that drops Sands/Oils/i110 weapons / gear. That would keep the Hardmode / casual difference while giving everyone a reason to try the new dungeon.
    (1)

  4. #4
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    exept if you want to relax, dungeon are not there for that, you have tons of activity you can do outside the dungeon for...relax, they have make sure we have tons of stuff like this...

    anyway, i read quite scary answer here, it's not elitist to ask for make the dungeon more hard and challenging than it is now... it's called progression. the new dungeon are dangerous maybe 2-3 first time, after everybody know the mechanic and, let's the speedrun no brain begin.

    one point, the skill of a player evolve too... if you don't make him face challenge he will not progress, if he face challenge that will train him, he will become better, allowing him to take even harder challenge!
    (3)

  5. #5
    Player
    MrLeonheart's Avatar
    Join Date
    Oct 2013
    Posts
    158
    Character
    Cyrus Twirkin
    World
    Excalibur
    Main Class
    Dragoon Lv 60
    The only way I'll be happy with the next batch of dungeons is if they do away with the whole crafting mats dropping from boss chests thing.
    (3)

  6. #6
    Player
    Segraine's Avatar
    Join Date
    Aug 2013
    Posts
    33
    Character
    Aya Eifwen
    World
    Siren
    Main Class
    Arcanist Lv 50
    I'd like to see dungeons that have intelligent enemies that ignore hate mechanics. Instead, they attack healers and soft targets first. This would mean teams have to use binds, slow, and positioning more effectively. The last boss in Stone Vigil Hard was a step in the right direction. Of course, tanks will have to have some crowd control skills added. Some of the best fun I've had is with tankless dungeon runs. This isn't to say the trinity should be completely discarded, but at least half of the encounters should use AI that determines priority in a logical way. It is silly to smack on a high armor target while being beat on by soft targets that do far more damage.
    (1)

  7. #7
    Player
    This_is_Seager's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Professor Juniper
    World
    Shiva
    Main Class
    Paladin Lv 60
    I never read through anything other than the TC but I completely agree with the idea of a heroic mode for level 50 dungeons that reward slightly more, nothing comparable to end game raiding but there has to be some reward so they're not ignored, since people like to just do whatever is fastest and get the hell out.

    Anyway I'm not good at thinking up best ways to implement things I just think hard mode dungeons is a great idea if they announced it I would be very excited
    (2)

  8. #8
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90
    I like how, in every patch, SE tries out brand new mechanics in dungeons. That's not sarcasm speaking either, I really like that. This time, I felt that there was a huge leap of faith taken with a large number of alterations to how bosses work. One boss was fully reliant on being damaged by cannons, which I found to actually be refreshing and unique. Then the final boss of HM Vigil completely ignored enmity and just attacked whoever it wanted, which I found to be interesting. Another boss in Tam-Tara HM was reliant on Kiting, another one had you protect an NPC, though I admit the final boss of Tam-Tara HM was very much like a scaled-down version of Bone Dragon in Labyrinth of the Ancients.

    I personally found Hullbreaker Isle to be so much more enjoyable than any other dungeon to date. The music and the atmosphere just made the entire area seem ripe for exploration in a refreshingly uncharacteristic light-heartedness that most dungeons have simply not had before. A lot of past dungeons have just been far too dark, ominous, and/or urgent in their defeat of evil. Hullbreaker was just a bunch of adventurers exploring an island. And to me, it's just a very nice and almost relaxing break from "Evil Demons/Dragons/Grotesque Abominations have infested this place and only you can stop them because they're evil beings doing evil things!"

    I definitely look forward to more lighthearted dungeons, even if they only exist to counterbalance the especially dark and morbid ones like Tam-Tara HM.

    But as far as difficulty goes, the only way to really make something more difficult is to mix things up. In Lost City of Amdapour, there was a boss that only attacked players with a certain debuff on them. No one else, meaning that if anyone other than the tank got hit with that debuff, they were screwed. I think developing ways to make it so that the tank becomes less and less the primary target despite the massive enmity generation or finding other unique ways to completely screw with role dynamics would be the best way to inject some real difficulty. Otherwise, it's just the artificial "increase HP and damage dealt" difficulty spike that only serves to require the exact same boring tactics to defeat, "Tanks generate enmity on the boss, healers heal the tanks and DPS as needed, DPS deal as much damage as possible to the boss."

    Even though I will usually volunteer to be the main tank in everything, I would like to see more game mechanics flipped upside-down, or even sideways/slantways just to mix things up a bit more.
    (1)

  9. #9
    Player
    Sakasa's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    405
    Character
    Sakasa Kuro
    World
    Balmung
    Main Class
    Armorer Lv 58
    Well the harder the dungeon is specifically only matters if there are not alternatives. Pharous Sirius is a great example. I always loved the dungeon and the nerf really didn't change much since the first boss was unchanged and that was the simple mechanics of the fight forces a dps race of a different calibur. But I digress, people refused to learn pharous really because there were alternatives and brayflox was faceroll able.

    So if they are willing to make a dungeon that would rekt people and at the same time accept that people will rarely do it and will drop if they get it in a roulette. So that is really humbling since they have know going into it no one will do it and most will even hate it so they are technically wasting time.
    (0)
    Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>

  10. #10
    Player
    KingOfAbyss's Avatar
    Join Date
    Apr 2014
    Posts
    996
    Character
    Abyss King
    World
    Gilgamesh
    Main Class
    Paladin Lv 60
    Aurum Vale and Pharos Sirius HM o.O (if that can be as a blocker like Titan EX lol)

    I'm all in for progression.

    Even if I consider myself casual, those that start the game will experience from Sastasha NM, and progress from there. The only thing that change now is the jump from 50 to 90 instead of 70. (don't get me the 80 thing, as with Hunting for a few hours will neat you 200 allied and then your main will be full 90 already.)

    So yes, please make the game challenging, it's boring if it's too easy.

    If it's too hard, no worries: lots here will complain so that you can adjust lolol

    Oh! I don't want EX mode of the same dungeons. I love to explore a bit even if it's a new instance. Thank you. *Can't wait for new maps to roam the world, and to kill lvl 60 Mobs on it >.<

    Please, make a specific map with normal monsters lvl 125.. so that just to get your feet over there, you need an alliance
    (1)
    Last edited by KingOfAbyss; 08-25-2014 at 11:48 PM.

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