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.
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.
Well u know what, even peeps who have cleared t6-9 savage in my server always said "Peeps won't look upon our Domintrix title, but they will ALWAYS LOOK upon those casual's NEXUS!"I'm pretty sure the lack of more rewarding gear is another/the main reason. People complained about Pharos Sirius' difficulty because it was too hard for the reward it gave (similar to Savage. It's hard and the rewards it gives are exactly the same as normal Second Coil, with the only new reward being something you can only get once).
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.
Couldn't agree more, every singles good BIS coming from 1 and unique raid content or from weekly tokens that get outdated when a new ilevel is released start to really get boring :/ we really need horizontal gears progression even if it mean the return of low % drop rates... Some of us re ready for this change, the other part of the community would just react like in front of the Atma challenge though :/
I'm feeling so old as a gamer sometime, hoping for harder game contents that give long goal rewardswhat is the point for the instant gratification rewards iced with a weekly/daily lockout... It's just frustrating :x with so many different dungeons in this game, imagine the possibilities in ex mode! Of course, the rng could be very strong to slow down your progression but you would be proud of your char in the long road.
I'm going to be rude but, people should accept the fact they can't have everything in a mmorpg, especially a final fantasy :/ atmas or mounts drop rate was to me a right decision leading to some sort of hopes for future and if people re not happy with it, maybe they just should go back to classic nintendo games or smartphone games.
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.
That's not quite the same. Pharos was normal progression content that was inexplicably much more difficult than other content that was supposed to be on the same tier and was too big a jump from previous content.I'm pretty sure the lack of more rewarding gear is another/the main reason. People complained about Pharos Sirius' difficulty because it was too hard for the reward it gave (similar to Savage. It's hard and the rewards it gives are exactly the same as normal Second Coil, with the only new reward being something you can only get once).
Savage is challenge content. Savage should be the reason you get all the best gear in normal coil, to challenge the real difficult content of the game. The purpose is for the challenge to be its own reward. The problem with sharing the lockout with normal coil2 is that you can create scheduling problems. Everyone from your main coil group may or may not want to do Savage coil, but because you ran normal content for gear you're locked out. Maybe you're not sure if your group will have time the rest of the week to complete normal mode so you're not sure whether you want to make some attempts at savage and risk not having time later for your normal coil clear or not. The lockout just gets in the way of what could otherwise be challenge content for challenge sake alone.
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