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  1. #1
    Player
    RyuuIfrit's Avatar
    Join Date
    Mar 2014
    Posts
    5
    Character
    Ryuu Purifier
    World
    Hyperion
    Main Class
    Arcanist Lv 50

    Future Hard Mode Dungeons

    I would like to see FINALLY some of the 1.0 stuff come back. When the development team makes Cutters Cry, Dzemael Darkhold, and Aurum Vale HARD MODE please consider the 1.0 Dungeon style. The mechanics really made a team of players think and work together.
    For instance In DD The second boss and the ghost, positioning, and constantly moving around and re-positioning the boss to adjust to the adds.
    (7)

  2. #2
    Player
    Storikun's Avatar
    Join Date
    Jul 2013
    Posts
    2
    Character
    O'ri Lavelle
    World
    Balmung
    Main Class
    Goldsmith Lv 90

    Fully agree

    I definitely feel like that added a very interesting aspect to those dungeons in 1.0! I think that coupled with the no random server lag would bring an extraordinary experience!
    (0)

  3. #3
    Player
    Mertrodome's Avatar
    Join Date
    Aug 2014
    Posts
    25
    Character
    Mert Lepants
    World
    Ragnarok
    Main Class
    Gladiator Lv 57
    As someone who didn't play in 1.0, what made them different? What is "the 1.0 dungeon style"? I'm curious because I do think the current dungeons, while having some fun mechanics, are a bit cookie-cutter sometimes. Any examples you could share?
    (0)

  4. #4
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by Mertrodome View Post
    As someone who didn't play in 1.0, what made them different? What is "the 1.0 dungeon style"? I'm curious because I do think the current dungeons, while having some fun mechanics, are a bit cookie-cutter sometimes. Any examples you could share?
    The dungeons just had gimmicks the new versions don't, but the old versions were endgame when they were implemented and intended to be more difficult.

    Off the top of my head:
    • In Darkhold the All-seeing eye or another invincible Ahriman were throughout the entire dungeon (the other one put a ton of status effects on anyone in the AOE) and they were present in the boss fight.
    • Cutter's Cry's sandpits would damage HP, MP, or send you back to the start of the dungeon.
    • The areas with the yellow...stuff... in Aurum Vale had a strong, permanent DoT effect whenever you were in those rooms. Eating Morbol fruits in the side rooms would temporarily reduce the DoT potency.
    (1)
    Last edited by Estellios; 10-01-2014 at 02:12 AM.

  5. #5
    Player
    RyuuIfrit's Avatar
    Join Date
    Mar 2014
    Posts
    5
    Character
    Ryuu Purifier
    World
    Hyperion
    Main Class
    Arcanist Lv 50
    also in DD one of the boss mechanics where many wiped ... the ghost would appear in outside of arena and everyone would have to be inside against the boss that did lots of damage, when ghost disappeared u would have to re-position the whole party when the ghost would reappear in the center of the room. Rinse and Repeat until boss killed you or you killed boss lol
    (0)

  6. #6
    Player
    Andevom's Avatar
    Join Date
    Aug 2013
    Posts
    713
    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Estellios View Post
    The dungeons just had gimmicks the new versions don't, but the old versions were endgame when they were implemented and intended to be more difficult.

    Off the top of my head:
    • In Darkhold the All-seeing eye or another invincible Ahriman were throughout the entire dungeon (the other one put a ton of status effects on anyone in the AOE) and they were present in the boss fight.
    • Cutter's Cry's sandpits would damage HP, MP, or send you back to the start of the dungeon.
    • The areas with the yellow...stuff... in Aurum Vale had a strong, permanent DoT effect whenever you were in those rooms. Eating Morbol fruits in the side rooms would temporarily reduce the DoT potency.
    Personally, I could do without such..."fun" augmentations.
    (2)

  7. #7
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,536
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    The sandpits sending you back to the start of the dungeon sounds really funny actually. I'd love to see that.
    (1)

  8. #8
    Player
    Artiste's Avatar
    Join Date
    Apr 2014
    Posts
    288
    Character
    Sonata Priam
    World
    Midgardsormr
    Main Class
    Scholar Lv 60
    I hate Aurun Vale
    (0)

  9. #9
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by Andevom View Post
    Personally, I could do without such..."fun" augmentations.
    The only one I hated with a passion was the sending-you-back sandpits, the rest were pretty cool challenges and awareness checks. I think we could use more gimmick dungeons like Wanderer's Palace, to be honest.
    (2)

  10. #10
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    Yes please!

    I would love to have actually hard 4-man content in this game, they are called hard mode dungeons after all. Right now they give crappy gear and have no challenge in them at all, stone vigil hm actually feels a great deal easier than the normal one.

    Would make them more relevant, instead of just run through farm content that becomes dull really easily.
    (1)

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