
Originally Posted by
Parz3val
Idk I'd just be happy if the Dungeons in general required a bit more thought throughout.
Make interesting trash encounters that take strategy, make us use bind/kite/slow/off-tank/one-ilm. There's enough cc overlap or diverse capabilities, you can design it in a way where players don't feel forced to bring a certain class. Sure, maybe MNK's one-ilm would be useful on this mob, but not break the dungeon so badly teams feel they need a MNK. This boss is harder without a Silence but the next without a strong Kiter, etc.
Last boss of SV HM is interesting but still lacking, bc seriously all you have to do the entire time is hover on his flank when he's acting, keeping one eye on the other.
SV EX ex. 3 of that boss, beefier with a new flank attack & they're Quick (attack animations & movement! They can now be slowed/stunned/ilm'd & 1 is invincible at a time. Even more (not necessarily all these ideas, I'm just having fun with it), mix it up by having the bosses fake you out sometimes lol. Perhaps some of his attacks Bind or Heavy or Stun you, keep that healer cleansing debuffs.
Stuff like that, that would be a blast.
Harder yes, but doable for all with practice & so much fun. More focus on progressing our skill as players isn't a bad thing.
And ilvl sync would only harm the SCoB killers really, but I feel confident most of them would welcome challenging dungeons they can't simply train wreck (if the reward:time ratio were proportional or special rewards existed, perhaps simply add Allied Seal reward, drop the region's A Rank in there haha, or same gear-look as current HM drops but +5ilvl & different color palette or dyeable).
You could even keep these off DF for a time just like how the hardest Ex Primals are PF only.