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  1. #1
    Player
    KamikazeMan's Avatar
    Join Date
    Jul 2011
    Posts
    870
    Character
    Lodovico Rivers
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    When they're first released, yeah. However, they make the dungeons too easy, very straightforward, there aren't enough mechanics to keep them interesting, gear drop rate is ridiculously low (tons of crafting items drop though), and they always dumb the difficulty even further ASAP if there is any sign of difficulty and take all the fun away from them. RIP Amdapor Keep and Pharos Sirius. They're intended to be mindless grinds.
    (2)

  2. #2
    Player
    AzakaTonnerre's Avatar
    Join Date
    Mar 2011
    Posts
    179
    Character
    Azaka Tonnerre
    World
    Zalera
    Main Class
    Marauder Lv 70
    Quote Originally Posted by KamikazeMan View Post
    When they're first released, yeah...
    Completely agree with this. There lies the biggest problem (IMO) with dungeons. Rather than adds dungeons and expanding on the variety available each patch, they add new ones and nerf the set that was new from the patch before. There could be 9-12 dungeons to choose from with the same rewards (could even make it 6 at expert and 6 at high if they would rather). Instead they just replace, nerf, and drop the rewards from the old ones (stones, etc.) making them less attractive to do. This treadmill of content just adds to the repetitive nature of the dungeons themselves by making it so only 3 are at the top at any given time.
    (1)

  3. #3
    Player
    NintenPyjak64's Avatar
    Join Date
    Jun 2012
    Location
    Gridania
    Posts
    1,187
    Character
    Evercy Warclan
    World
    Leviathan
    Main Class
    Warrior Lv 70
    Anybody remember Tam Tara during Beta? That was enjoyable. Multiple treasure rooms and extra mobs, even Bokman from the second guildhest was in that dungeon. I was so disappointed to see those changes simply to dumb down the dungeon. Took an hour for 4 freshly new people to learn and fail, only to come back and beat it in 20 minutes.

    I miss dungeons like Beta Tam Tara. Even Totorak had optional bosses and even an extra objective for another treasure chest (not get hit by a single flesh pod)
    (6)

  4. #4
    Player
    Wolf_Gang's Avatar
    Join Date
    Sep 2013
    Posts
    475
    Character
    Ice Beam
    World
    Gilgamesh
    Main Class
    Arcanist Lv 17
    I haven't done a single dungeon since hunts were implemented.
    (1)

  5. #5
    Player
    FriendlyUncle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    123
    Character
    Geneis Arcais
    World
    Moogle
    Main Class
    Marauder Lv 60
    Dungeons are too quickly out-geared for them to remain fun. Rather than dungeons been seen as prep to getting into EX Primals or Coil, I'd like to see a dungeon that atleast doesn't put me to sleep when running it. Adding somewhat random encounters into existing dungeons might also make things more interesting, sort of like a Wanted Target in a leve people might explore and check around a bit more than the Point A to Point B rush we have now. Dungeons definitely need tuned to be a little more challenging to even average players, won't act like I'm pro or something but even with just a few pieces of myth these dungeons quickly become a joke.

    There's no real strategy aside from round everything up, aoe murder, move to the next group.
    (1)

  6. #6
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I love the heck out of 4 man dungeons, especially the newer ones. They are nice to unwind and run through with lesser geared/lesser skilled friends or good-natured DF people since they aren't too stressful. It only gets grating when you have to run them a ton of times. I think more higher difficulty 4-man stuff would be fun though.

    If we had more like Stone Vigil HM's final boss they would be less tedious.
    Also this. Having to watch enemy movements and the environment instead of the Focus Target bar is a lot of fun.
    (9)

  7. #7
    Player
    XLauncher's Avatar
    Join Date
    Oct 2013
    Posts
    195
    Character
    Sable Swan
    World
    Siren
    Main Class
    Conjurer Lv 60
    They're enjoyable at the intended ilevel, but they're tuned to be at the lowest end of the content cycle. This latest batch of dungeons would have been fair sport...at launch, for a group geared in Darklight. Now, they're little more than fodder in the way of our solidery cap for the week. I wish SE would take 4-man content more seriously and tune them under the consideration of what kind of gear the average player can attain. Maybe don't tune them for a group in full unweathered masterworks, but Christ, i90 gear rains from the sky now. Would it be so terrible if they tuned them under the assumption that the group is full i90?
    (4)

  8. #8
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    I enjoy them. They're casual fun. Not meant to be too hard. I think of them as warm ups or practice runs, and try not to take them too seriously. There's a lot that I can be after for those, not just tomes, but vanity pieces and furnishing materials as well, and the designs of them keep improving with each iteration.

    I don't need to be slamming my head against the monitor in frustration (against the mechanics, myself, or other party members) in order to have a good time. There's challenge enough in Coils and Primals for me to grind against trying to get people past them.

    In the end, the Dungeons are thing to do, one of many, that if I rotate them properly, keep me entertained. Drop rates could be better. Less mats, more gear.
    (3)

  9. #9
    Player
    Valthein's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Hardrock Curashield
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    Its difficult to make dungeons fun after repeat runs, sure you could have a dungeon with rng mechanics but once you do that and see all the mechanics and possibilities it then becomes like any other dungeons another quick run. The only way you wouldn't even get bored with dungeons is if they were to devote a HUGE amount of time and resources. To just keep coming out with one dungeon after another, and that would stop the games progression. Everything from new classes/jobs to races crafting golden saucer new lands it would all come to a stand still. No game could ever keep up with that, look at wow...yes i said it. its no longer world of warcraft but world of raids, they put so much time and effort in to all the raids and keeping up on them every few months that the rest of the game is now neglected.
    (1)

  10. #10
    Player
    Trancery's Avatar
    Join Date
    Sep 2013
    Posts
    56
    Character
    Breaking Bad
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    I think they are too easy and the mechanics are mindless. New people don't even need to be told about the new mechanics because they are laugh-worthy..

    They need to make all the available dungeons same difficulty with same amount of Tombs reward for each. 45 for Sold on just 3 is dumb and bad game design if you want your content to be repeatable. Imagine if all the dungeons were a little more challenging and had 45 Sold for every one? We'd be in love!
    (0)

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