4 and higher would just scare casuals off. Something challenging where a wipe is possible but not intimidating enough to cause a vote abandonment as soon as the roulette picks it.
4 and higher would just scare casuals off. Something challenging where a wipe is possible but not intimidating enough to cause a vote abandonment as soon as the roulette picks it.
I loved pre-nerf Pharos, too!Pharos Sirus before SE mega nerf. That was the ideal dificulty for me.
Unfortunately, I lost track of how many times healers would just drop party as soon as they possibly could.
And this is why we can't have nice things.
4 or 5 would be nice but I'm not counting on it.
Honestly, it depends on what they're planning on putting in the dungeons. If it's crap ilevel gear (20 levels below what most people have equipped) and crappy crafting mats, it should be similar to what we have now.
However, I would love if the new dungeons were actually difficult and actually dropped things that we could use.
I want to add that my reasoning behind this is that I believe in the community enough that I think if faced with no other option, people would actually learn how to do it as a whole. I know that the CT instances aren't the pinnacle of difficulty, but just look at how fast the community figures it out and passes the knowledge down to newer players. It didn't even take a week for the majority of runs to be wipeless. I realize that people will occasionally run into rude players who will disrespect them for making mistakes, but I believe that the majority of the community will be more understanding.
Maybe I'm too optimistic though. ¯\_(ツ)_/¯
Pharos pre-nerf for sure. I never did it before the nerf, but from what people have said it seemed to be a very fitting difficulty.
Somewhere between a 3 and 4 for me ^o^
Though I do wanna add to in cases of more difficult dungeons I feel personally the rewards should deffo match the efforts given. As with the case of Pharos Sirus and please correct me if I'm wrong cos I'm going off memory and its been a while since I did the dungeon. If my memory isn't wonky, for the challenge it gave the same token rewards as the other dungeons and nothing really special or unique to the dungeon (ala housing items) to make the difficulty worth the effort for most parties to do vs the easier dungeons for the same rewards.
That said I did like Pharos Sirus simply because it felt like SE was taking a change to a more random approach to dungeon bosses which I simply LOVE. Siren to me felt like the very first dungeon boss in the game to deviate from old NES boss patterns and I really want to see SE focus on randomness in boss fights instead of patterns to make things interesting.
I know it probably won't ever happen but I can dream.![]()
Last edited by Aylis; 10-09-2014 at 07:25 AM.
Well, 2.1 showed one thing. That if one of the 3 new dungeons is a bit more challenging than the others, then it will be less used than the other, easier ones. 2.2 showed that if one dungeon takes less time to complete than the others, then it will get used more than the other 2.
So the difficulty and average completion time should be constant amongst the 3 to get balanced player usage out of them. But anything 3 or above difficulty has ended up the same way, reduced in difficulty in some way in later patches. Personally, for me, instead of just jacking up the difficulty, I would prefer to see more uniqueness and different elements in them, rather than the trash to boss, trash to boss, trash to final boss, finish.
Challenging content that doesn't require static parties and involve constant dodge-or-death mechanics would be nice.
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