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  1. #1
    Player
    Nabiri's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,164
    Character
    Khaien Akiyama
    World
    Balmung
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Visch View Post
    So, for the most part 1.18 is pretty nice.

    I'm happy with the battle system changes. The enmity system is... yeah... workable and actually takes skill... Which is good!!

    I am very happy to see it's actually a challenge now.

    But the thing that troubles me is the dungeon re-entry time...

    Why 5 minutes? Why would you want people just entering opening the first 3 chests (which have some of the best items) and leaving?

    Also being able to go 5, 6, 7 times in a row winning? A week into the update and pretty much everyone in my LS has everything.

    Of course the strategies being posted do not help but... If the re-entry time was once a day people would just be figuring out how to beat the Orge maybe? I don't know.

    At this rate most people able to complete the dungeon will have pretty much all the need from Darkhold fairly soon if they don't already because it is so often repeatable.

    This is fine for right now but I want to know is this going to be the standard for instanced fights like this in the future...?

    What ever happened to 72~ re-enter times like FFXI Dynamis or Limbus? ... Salvage or Assault tags, etc?

    It made loot rare and feel like an accomplishment.

    I know SE wants people to see what they've done and enjoy the new content but what happens when everyone gets what they want? Will it just sit there like the new~ish "mid-level" NMs... And the NMs from the Dec update.... And FNMs now because most of the gear from darkhold makes them obsolete? Hmm...

    Call me crazy but wouldn't you think it would be best to make rare items to keep people busy because there isn't that much content right now...?
    I'm unsure where this idea comes from that the dungeons are strictly for items. I remember Yoshida-san saying the dungeons were to party and level up in, and the items are a bonus pretty much. It would be a little more difficult to get a leveling party if we had to wait hours and hours to get back into the dungeon. o.o; One time through doesn't really get you a ton of sp.

    If you think of the dungeon as a place to level, as Yoshida-san said it was, it makes sense.
    If you think of it as something that's supposed to be some huge LS event with lasting content and hard to get items that will take months for your LS to accomplish, I think it's natural that you'd be disappointed.
    I do look forward to things like Dynamis and Limbus being added to the game in the future, but these dungeons aren't that type of content.

    Of course I'd love if they did have some rare items in there that took more time and effort to get too, but who says they won't add some soon? :3


    Quote Originally Posted by Chardrizard View Post
    Cooldown might be good for BIG SCALE content, not for 8man content.
    Agreed. I wouldn't mind long cool-down for big events and things you'd do with a LS. (I do hope they add alliances in somehow.. someday ; ; )

    Quote Originally Posted by Trigger View Post
    I think raids were mainly implemented for leveling, the gears inside is just a bonus. I mean you have an hour of playing nonstop, then a five minute cooldown. Too me that cooldown suggests that SE wanted people to use that time for going afk for whatever reason before entering again to continue exping.
    This is exactly it. :3 They are a place to rank/level up, but made to be challenging rather than droning on with the exact same monster for 5 hours. The boss at the end is a nice final touch, along with the items we can win along the way. It even comes with lore!

    As far as MMOs go this is the most exciting leveling content I've seen yet.
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    Last edited by Nabiri; 08-04-2011 at 05:16 PM.

    ~She gave her heart to a falling star~
    ~~~~~~
    If he's not here, then where?
    ~~~~~~
    ~Been searching for my Afterman~