varying difficulties from 2-4
varying difficulties from 2-4
I don't mind a "return of 2.0 Demon wall" thing where a dungeon is difficult but also provides usable rewards. AK gear was an upgrade and needed a clear for relic stuff.
But if dungeons are going to drop stuff that's i100 or below they shouldn't be much of a challenge.
I really liked the early pre-endgame ramp of hard-mode primals to get your relic and gear before you went into coil. When SCoB came out you could pretty much jump right into coil.
True, but:
Is stretching things. Explosion stacks, an egg hatching, and even the bit about healers in the Siren fight, things weren't nearly that bad.Well the first boss murdered lots of people because you could not burn it. The more damage you dealt, the more adds came out, and you had to deal with explosion stacks in a much wiser manner. I think things had more HP too. Zu was just nuts too, because if an egg hatched it was game over with most groups. Mobs hit pretty hard as well; lastly siren was absolutely insane for healers who had to deal with adds, confused people, topping people off before certain attacks, etc.
By the OP's description, I'd say 4. I'd love to see the new dungeons be a dramatic step up in difficulty and iLvl, where running the dungeons is a pre-req to get into Final Coil. I'd like to see the new dungeons drop i115 loot, with an i100 or i105 requirement to enter. Final Coil, meanwhile, would be i110 requirement to enter and dropping i130 stuff.
The new tomes in the new dungeons would be spent on new i115 accessories as a counterpart to the i115 armor drops.
Yep lol, i ran it in df and if i was in a decent group with sub par dps; we could easily burn thru every boss as i requested i kite adds as i had 5.6k hp that time. It allowed me to kite all the dogs for a good amount of time in 1st boss. I treated zu like t2 enrage, and was actually able to kite the zombies in siren lawl. To top it all off, i was a gimped healer with 30 vit spec and all tank accessories.
But yea i would go for 4-5 difficulty as seeing everyone highly geared due to handouts from ST/ hunts.
3 would be best.
Considering almost every dungeon bar Pharos Sirius was just a mindless zerg (a few exceptions here and there), for the most part dungeons are dead simple.
And the devleopment team will probably keep it that way sadly, anything that require a remote degree of thought, preperation and hind-sight will simply lead to the forum rage of "NERF THIS NEW DUNGEON, 2 HARD", as did with Pharos Sirius which was dead simple.
It really is a sad, sorry, sight.
IN BEFORE the replies from goodness knows who; "Just because you want it difficult, doesn't mean it has to be for everyone else".
It thought we were playing a game to challenge us? Not a mindless interactive zerg "Oh look a pretty boss, let me use my DPS/Tank rotation on it until its dead!....IT'S DEAD NOW, THAT was fun."
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