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  1. #11
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,439
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    -rewarding paths beyond the final boss (thus are optional)
    -chests that are actually worth while obtaining such as gil or darkmatter or crafting materials not a high potion.....
    -optional bosses that grant additional tomes that are only accessible to premade parties.
    Everyone's gonna skip them after day 2.
    (0)

  2. #12
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Quote Originally Posted by Moqi View Post
    Everyone's gonna skip them after day 2.
    Then they should go with my first suggestion:

    http://forum.square-enix.com/ffxiv/t...can-we-have-it
    (0)

  3. #13
    Player
    cearka's Avatar
    Join Date
    Sep 2013
    Posts
    393
    Character
    Cearka Larue
    World
    Sargatanas
    Main Class
    Goldsmith Lv 60
    I'd love to get some hard dungeons SW style.

    they'd ideally go something like
    BOSS
    BOSS
    BOSS
    BOSS
    BOSS
    BOSS

    and no trash. these dungeons should be really freaking hard too.
    (0)

  4. #14
    Player
    Synestr's Avatar
    Join Date
    Aug 2013
    Location
    Ul
    Posts
    853
    Character
    Synestr Ashbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 60
    I like the idea of side tunnels, and alternate routes to determine reward outcome. Pushing past the "last boss" in a duty to get to a "FINAL BOSS" would kick booty too. 2kgil though seems low, make it a rare item that has a 10% chance to drop among other items that are deemed rare with 20-30% to drop. Challenge chests or whatever. That would be cool.
    (2)

  5. #15
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Daniolaut View Post
    Very true, but not what i'm asking for at all really.

    I'm not asking for more mechanics or more difficulty i'm asking for variety.

    To add more variety you need to add more mechanics, because different Mechanics means more variety.

    Also you may like the idea of adding more dangerous stuff to the dungeons and I wouldn't mind them either but as one of the people mentioned in this post today it will just add more errors and fails. I like to have a smooth dungeon run and to enable that simple mechanics that people are already familiar gives us the better chance of that.

    But even today I see people wipe on dungeons so just adding more variety to it might increase the chance of people wiping more often in dungeons.

    Also it you can say each dungeon is the same but the boss's have different tacts to them and for me that's the main thing what matters to me.
    (1)

  6. #16
    Player
    KazumaFaemura's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    80
    Character
    Kazuma Mishamura
    World
    Leviathan
    Main Class
    Viper Lv 100
    Quote Originally Posted by Brill_ View Post
    They will need to shake things up in 3.0. I really can't handle tome grinding anymore. I really don't expect game breaking changes in a 2.x patch, so I've just been patiently waiting for 3.0 and hope they will make the game a lot more interesting.

    Trash in a dungeon isn't threatening anyway. I'd like to see more of what we saw in the last section of AK hard mode. Kill multiple waves quickly or die.
    I did that as a White Mage for my expert roulette and man that part scares me everytime.
    (0)

  7. #17
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Alternate routes with additional rewards would be wonderful. Could make it so one route is about like what we have now, so those who want to finish can finish and then make the other route make things a bit harder with a sub-boss. That route gives a debuff of some sort and a nasty mini-boss that either changes the final fight or duration of the run in some way.

    You won't please everyone, that's part of what I think is a problem but they're trying bless their hearts. Best bet is to give people that option of which mode they want. In the end I don't mind taking extra time if it mean I'm having fun. I love the beauty of these dungeons so taking a slower route that might give better rewards would be great.

    I'd like that harder route to make it almost near impossible to speed run. I hate speed runs, so this would be right for me. Though then again how many times would parties argue over which route to take..in the end the tank will run where he wants to go and usually most will follow. Let the games begin.
    (2)
    Last edited by Leigaon; 02-06-2015 at 05:07 AM.

  8. #18
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by cearka View Post
    I'd love to get some hard dungeons SW style.

    they'd ideally go something like
    BOSS
    BOSS
    BOSS
    BOSS
    BOSS
    BOSS

    and no trash. these dungeons should be really freaking hard too.
    But thats what we called coil lol......
    No more turn 3 etc just
    Boss
    Boss
    Boss
    Boss
    Boss
    With trash mobs here and there but r gone after u clear em for tht week :3
    "Hard" difficulty in dungeons r just an illusion cuz the devs couldn't think of a more creative name.
    Technically "hard" dungeons all have 1 thing in common THEY ALL LIKE TO HAVE SOME KIND OF BARRIER/GATE that regulates the speed of completion.
    So if SE's idea of difficulty is
    More gates and barriers = higher difficulty.
    "Dungeon" extreme = now with 20% more gates!
    (0)

  9. #19
    Player
    Zedd702's Avatar
    Join Date
    Aug 2013
    Location
    in yer Kool-Aid
    Posts
    412
    Character
    Razai Sylvain
    World
    Cactuar
    Main Class
    Arcanist Lv 58
    I'd like to see dungeons with more mechanics like: puzzles, mazes, team coordination. You know, parts where it would require the team to split up, enter codes that could have been found through out the dungeon encounter to progress.

    I'd also like to see the scattered chests contain items that are actually useful rather than a potion that'll collect dust. I dunno something like 1-2, maybe even 3* mats with a chance for some gil (ie random player gets the item drop and everyone else gets a select amount of gil 500-2k RNG style per player).

    Just some ideas...
    (2)

  10. #20
    Player
    FranSeara's Avatar
    Join Date
    Dec 2014
    Posts
    454
    Character
    Fran Seara
    World
    Ultros
    Main Class
    Thaumaturge Lv 60
    I like a lot of the ideas here. I could see extra hidden boss with high level gear drops. Something I've wanted for sometime is Solo Dfs. My " Never will Happen " wish is a Walkthru Dfs mode with no mobs. It would be nice to read the notes in DFS,really get to see what stuff really looks like and go check out those other paths no one ever takes. Just my Ideas.
    (1)

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