



Even new players like to be challenged, Rahaya (again, this game has a huge lack of "Medium difficulty" content). At the moment, all Low Level dungeons starting at Brayflox Longstep are arguably harder than the level 50 dungeons.



Beyond arguing, even, I think. And that's because you can't deck yourself in full gear twice the iLvl of what the dungeon is itself, like, someone not doing these new "expert" dungeons in full i100 at least, there's a good chance they're gonna get called out for being a newb. (Which is totally unfair but that's another topic.) Why can't all the dungeons just have item level sync to begin with? Then it wouldn't feel like we're burning through everything new after 2-3 learning runs simply because we're outgeared enough to pull several mobs at once.
And yeah, the rewards are a joke. While a good sign of the token system in itself... i90? Really? (Although given the ridiculous allied seals prices for these same pieces, it seems justified; other than that though, not so much.) Crafting mats after crafting mats that are 45% of no use to the player, 45% are on sale for 1-2k (or even less) on the MB, and maybe there's a 10% that's happy for them? While at the same mats for summer glamour gears are still insanely unavailable/overpriced and most of the gear itself is also rarer than the number of Nexus relics? (At least on Shiva, approximately.) Just....bad. Simply bad.



I only tried Snowcloak. Fun but useless. AF gear, really? Ilvl has always been useless but at least we had vanity. Oh right, I'm supposed to buy that at the cash shop.
Qarn feels nice, it's BGM is a masterpiece. Sastasha is ok, again nice BGM, kraken is most boring boss eu tho....
For me snowcloak is the fail of this patch. What were they thinking with that BGM? It ruins the dungeon for me...
None of it is verrry difficult, but qarn is very enjoyable at least.
My first time in Qarn HM with guild party. 3 dps and healer (me) and we win without tank o.o
Anyway, all ilvl 100+
This game needs midcore content so badly.
Honestly, everything should be divided up into Easy/Story (current Dungeons), Medium (Primal Ex's, SCOB Pre-Coil), & Hard (Savage Coil).
Some things are acceptable to keep Middle-grade only like Primal Extremes.
Others like Dungeons, I don't think so. Dungeons need a harder difficulty option desperately.




Which is why I suggest a 'Mistral Ballad' version of the dungeons. Difficulty will recommend players to be around i105 and the rewards will be treated similarly to Walk of Echoes in FFXI. Every boss you beat, four chests will drop, one for each player. In the chests will be a dyeable dungeon equip (say you do Lost City. The gear that is not Darklight can be dyed), an untradeable dye, a Poetic crafting mat, ten Ventures and a 30-50% chance of i115 equipment dropping. For the final boss, exact same thing, but this time the fifth chest will either have a 30-50% chance at dropping i115 gear, or a 5-10% chance at dropping i125 gear. For giggles, there can be a 1% chance of a fifth chest appearing that will drop a i130 weapon.


This so desperately needs to happen.
I do like the new dungeons and I think that the difficulty in boss mechanics, at least at the onset, makes them less face roll-esque than the last set (at this point ^^). But at the end of the day... I can see how with 2 pieces of poetics this will become way easier. There needs to be rare loot throughout the game... and I know this is beating a dead horse but why can't nestamas idea be applied elsewhere too? why can chests in cil have 1 guaranteed piece as there is now with a 3-5% chance of a rare drop that isn't a mount or a minion?
Only I feel strange to be blamed for being overgeared for the content, that came 2 days ago?
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