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  1. #1
    Player
    Parz3val's Avatar
    Join Date
    Jun 2014
    Posts
    548
    Character
    King Adunis
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    ^whining for hard content, hmmm...

    We can do SCoB once per week, even the harder v. locks us out from the regular & vice versa.

    That's ALL the difficult end-game content this game has for those who enjoy a good challenge.

    I don't think it hurts to ask (not whine, that was rude) for a harder dungeon option, e.g. Savage Dungeons.
    (1)

  2. #2
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Parz3val View Post
    I don't think it hurts to ask (not whine, that was rude) for a harder dungeon option, e.g. Savage Dungeons.
    All what we need is Aurum Vale HM dungeon with ilevel 90 requirement.
    (0)

  3. #3
    Player Adler's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    241
    Character
    Adler Lett
    World
    Odin
    Main Class
    Lancer Lv 50
    As soon as there is some relatively harder dungeon than others the players start to whine about how "ridiculous" it is. SE dumb down the dungeon and "give us harder dungeons" show up in forums.
    As I see it the Syrcus tower and last 3 hm dungeons were designed with thought to have something not that hard but at same time something that would force the braindead people to finally learn at least some simple game mechanics. So, yeah, SE tries to make the game playable for all type of players but at same time they try to force players to get better too.
    My favourite is Stone Vigil HM - still can see ilvl 90+ tanks ragequit when healers heal them just enough to not get all mobs on them, dumb dps with Novus that can't even use simpliest combos etc. Most fun is last boss - it require you to walk around it and kill it, haven't seen easier boss mechanics yet they are "ridiculous" for many people.
    (0)

  4. #4
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    In my opinion, the latest batch of dungeons were just about the ideal difficulty. In terms of sheer mob damage output they are kinda week compared to the average group, but in terms of actual fight mechanics they can surprise you. Just looking at the final boss of each dungeon, Giruveganus has a whole bevy of unmarked AoEs requiring you to memorize its 'tells', and then be able to split your attention between two bosses who can't be tanked; Avere Bravearm, while himself a simple 'tank-and-spank' boss, is supported by AoEs all over the place and a massive AoE that you can't tank through unless you actually pay attention to said massive AoE's gimmick; and even now, I still wind up with the occasional random ally in Hullbreaker who doesn't realize that the green symbol over them means they need to move to a different island or else there's a very good chance we'll wipe. And, of course, everyone has their own horror stories of horrible ST runs.

    As FFXIV goes forward, I imagine SE will come up with increasingly interesting fight mechanics that are a combination of "Pay attention to this gimmick or you all die" and "You can tank through this but it'll hurt" fight mechanics, allowing for difficult dungeons without ever having to actually buff the minimum required iLvl past what can be easily attained by 'casual' players.

    Just my two cents on this subject.
    (2)