They weren't nearly hard enough. And that's a Filthy Casual saying that.You know, I thought the current set of expert dungeons were harder. Not Pharos harder (thank the gods) but harder. Heck, they introduced mechanics that punished the usual dungeon behavior, like if you attacked the adds of Tam-Hell's first boss, or got trigger happy and ignored the NPCs in the second boss of Stone Hell (Hell here is used to describe Hard dungeons, though it's original usage was to describe annoying dungeons). Savage Crystal Tower would be a step in the wrong direction, though, given it was never meant to be as serious as Coil to begin with.
I think a lot of you endgame players missed everything of the point.
LOW LEVEL (or low ilevel) duties are for LOW LEVEL players. You endgame player complaining about how that duties are easy to you, are the same as a graduate student complaining about how a first grader math homeworks are easy to do.
^they already have been implemented "level 50 hard mode" versions of the low-level dungeons.
Except they're not hard.
Maybe had they not done that we wouldn't be suggesting this.
But alas.
I guess you missed the point...
Ho well, there is who says all the Coil from T1 to T9 is a joke, no wonder how much "hard" can be a duty, there will always be someone saying it is a joke. But yes you are right, I'm at fault, there are arguments I need to learn to not discuss.
Right, which is why people want harder OPTIONS to OPTIONALLY run as an OPTION. I would absolutely love dungeons to run that weren't mind-numbingly easy even at the appropriate level. The problem is any time they add anything remotely difficult in the slightest that isn't Coil it gets nerfed immediately because people refuse to run it. Hell people even refused to run Amdapor Township when it was part of the highest dungeon DFR and that wasn't even slightly hard.I think a lot of you endgame players missed everything of the point.
LOW LEVEL (or low ilevel) duties are for LOW LEVEL players. You endgame player complaining about how that duties are easy to you, are the same as a graduate student complaining about how a first grader math homeworks are easy to do.
Akumu mode dungeons pls! Filled with 1 shot mechanics from even trash mobs. :3
They just need to start supporting 3 difficulties for everything.
Normal/Story > Hard > Extreme/Savage.
Normal/Story ~ leveling or story-progression purposes.
Hard ~ gear-progression or skill-improvement.
Extreme/Savage ~ gear-progression or challenge-mode.
I currently think Primal Extremes & SCOB (I would consider the Default to be "Hard" & Savage, Story is soon-to-be implemented) are tuned impeccably well for their purposes.
As well, I think Extreme/Savage Tier should have a strict ilvl sync applied for the sake of balancing around a holistic skill-play approach.
Retired HM Content should eventually have an ilvl sync applied, though incremental & not as strict (in 2.4 they're applying an ilvl 110 sync to virtually all past 50-content which I think is personally a bit too high for some of it though I appreciate it as a first-step).
I don't think the ilvl sync applied to 50-content should exceed 40 ilvl's beyond the minimum requirement.
E.g. Garuda HM is min. 52, cap it at 92 ilvl, etc.
Last edited by Parz3val; 10-28-2014 at 06:25 AM.
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