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  1. #1
    Player
    xnonamex's Avatar
    Join Date
    Aug 2013
    Location
    Grindania
    Posts
    88
    Character
    Baltais Elfs
    World
    Odin
    Main Class
    Lancer Lv 60
    Well problem is that most of the people are doing it with iLVL110 because let's say it - all ppl who have invested some time in the game has iLVL110 or something near that. Now imagine a person who started playing this recently. For them in iLVL80 or near that these dungeons are most probably deadly experience. The problem is that SE is releasing new content every 3 months or so. So they basically can do a few things for evry group of players.

    Now again - some people are already wiping and complaining about people that "suck" (even here). So basically in general you would want dungeon that is hard for end game players (meaning that if you would get a casual it would be almost impossible to do ) but at the same time you (or most of the population) would be complaining that some mechanic is too hard because most of the people couldn't handle it so eventually you would rage about all the wipes. Dungeons are made for the "casuals" to have something to do and be able to level their gear.
    (0)

  2. #2
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    I kind of understand everyone's points of view here, and to be fair they're pretty justified.

    With the removal of mythology tomes, all "basic" dungeon gear is ilvl 100 weathered equipment, so everyone is likely to be running around with full i100 in these dungeons as a minimum. Give it a few months and no newcomer would have even seen their 'relic' AF2 before jumping into superior gear. THAT is one of my biggest gripes with the progression system. By making it trivial to upgrade you essentially remove the gradual increase in difficulty.

    Instead you go from "This is hard" to "That was stupidly easy"... all in a handful of dungeon runs. If they had left myth gear in the game, and added a more gradual system to improve yourself, people would both find lower tier dungeons more relevant AND it would mean that players gradually improve themselves before attempting the higher tier fights.

    Not that a gradual improvement system needs to rely on the ridiculously grindy methods that SE have been employing to date. The ilvl requirement in itself could be used to gate content, shepherding players into the right dungeon for their gear level so they can work towards upgrades to then play higher tier stuff. This is also why I was so dead-set against the idea of removing mythology tomes and making the gear random drops. Just like Darklight, no one will ever see a full set before they've upgraded out of it.

    This is basic MMO 101, and it's rather sad that SE have decided to ignore such an obvious mechanic.
    (1)
    Last edited by Lemuria; 10-30-2014 at 08:17 PM.

  3. #3
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    The reward isnt that bad at all, but to have 4 players roll on "one" drop is ridiculous!
    Well, considering you have the LUCK to even get loot because stupid RNG just gives out trash potions most of the time...

    The time spend to get it is not worth in dungeons.
    SE have to drastically increase the quantity of loot if they do not change the quality of loot... alone the queue timer makes it worthless to farm!
    (1)
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

  4. #4
    Player
    Xenor's Avatar
    Join Date
    Mar 2011
    Posts
    1,082
    Character
    Xenor Vernix
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    They add 3 dungeons every patch, there's no reason they all have to be tuned to the same difficulty or number of participants. It's just lazy game design.
    (1)

  5. #5
    Player
    Toodles's Avatar
    Join Date
    Aug 2014
    Posts
    432
    Character
    Toodles Mcduff
    World
    Coeurl
    Main Class
    Arcanist Lv 50
    While I do appreciate the step up in statistical difficulty this patch.

    Mechanically most of the dungeon fights are ridiculously simple still.

    Either way, tired of trash mobs being just that - trash.

    Tired of having no worthy harder difficulty option for 4-mans.

    It wouldn't be difficult to implement Dungeon Extremes.

    Same layout, up mob stats, throw in some more mechanics, & ilvl sync.

    Reward - dyeable v.'s of the dungeon drops (or alternate palette/dyeable component), +20 ilvl's.
    (0)

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