So much vanity now, makes normal content look like extra stuff.
So much vanity now, makes normal content look like extra stuff.
But content this hard for dungeons would make ppl explode due to the difficulty of a multi tiered task.
Coil = kill trash/ boss mechanics
Dungeons = run all over dungeon doing objectives/ kill trash / fight bosses / learn each meachanic / lots of traveling
Too much to think about if u make it out like tht lol
I think the problem here is SE's approach. They wanted to make an MMO accessible for people new to the genre. Now they want to do the same with 3.0.
They kind of shot theirselves in their own foot because they need to make content for both new and experienced players. This leads to too hard content for new players and too easy content for experienced players (since we only have one difficulty level).
This approach also led to the job system we currently have. There is very little depth but it's very accessible for new players. Unfortunately it leaves SE with little options to create new jobs which work differently.
In all frankness, SE needs to change their approach if we want this to happen.
Last edited by abzoluut; 10-13-2014 at 07:50 PM.
Problem with Savage is lockout mixed with lack of incentive... title doesn't cut it.
The problem with putting absolute top end gear in say...Savage Coil...is that it eventually winds up barring up and coming players from the content. I've seen it for years in FFXI. It only takes a month or so in FFXI before the /shouts all essentially demand players that already have the gear the content drops. It's been happening since Zilart. I had trouble getting into Sky/Dyna shells because I was late to the party and leaders were requiring that I already have gear from Sky/Dyna to DO Sky/Dyna. It's VERY difficult to even get into endgame groups now in FFXI because every shout demands gear level 119 or GTFO for content that was released BEFORE XI even had gear level (Original Delve areas).

It's a matter of risk / reward. If harder dungeons give some form of useful and unique rewards, people will do them.
People complained about PS since it gives the same rewards as the other easier ones in the set.



ilvl sync for 50+ dungeons would just make them more tedious by making them less practical to speedrun. It's a nice thought, but in practice it just means taking longer to do the exact same content, which doesn't sound that fun or potentially rewarding.
I don't want dungeons that are hard because your gear suck, that's what the old dungeons are for. I want dungeons that are hard because boss mechanics and hard trash encounters. A dungeon should not date itself because gear progression. In my opinion that's an example of a poorly thought out instance.
Take City of Qarn for example, the bees would instantly one shot someone if they were not killed in time or their final sting not stunned. You could not ignore the mechanics of the 1st boss because they would wipe you.



Dungeons would probably feel more epic if the cool monsters with the funky powers were a regular occurrence rather than just bosses.
The add elevator in T7 feels more epic over the course of a few minutes than most entire dungeons do. Even T4, being full of nothing but trash, is more interesting than dungeon fare since you have to pay a tiny bit of attention to positioning, alternate AoE and single target focus, and mind which mobs you are hitting.



Here's a little thought of mine:
Non PF dungeon challenge
-Players form a party of 4
-They visit npcs outside dungeons and agree to attempt the challenge
-Enter dungeon with random handicaps plus item level sync (party max HP/MP/TP down, extra damage taken, extra enemy HP, etc etc)
-Get rewards when they finish
Dungeon boss challenge
-Players form a party of 4
-They visit a newly added area and talk to an npc
-Select a boss from a dungeon and fight them with item level sync plus random handicaps like the above
-Get rewards when they win
Rewards can be anything but my own suggestion would be a souped up version of the loot dropped from the dungeon or boss and are all dye-able. Example: defeat anantaboga in the boss challenge where you're synced to item level 50 (during this fight, you happen to get 'extra toughness on adds' handicap and had to finish the fight with all the adds not dead because after a couple tries you realize that you will never make it in time if you try to down the adds like usual) and winning it nets you a (current max possible ilevel in a slot - x) ilvl AK gear. Any details I provided here are not meant to be absolute and should be balanced as SE sees fit.
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