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  1. #11
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Largely, what I continue to hear here is "speed pull because it's boring if you don't" and "we have to run it so much for our relic so it gets old and we just want to be done with it quickly".

    First off, if you're sick of spamming a dungeon for your relic, that's YOUR fault, not the dungeon. There's plenty else to do in the game, and if you don't get your relic today, it's not the end of the world. I don't have a single relic, don't want one, and I hold absolutely no interest in ever changing that. . . But I do enjoy dungeons. You know, in moderation. Along with everything else.

    That aside, alright SE, sounds like you've been challenged - How do you make these "boring" dungeons more interesting?

    Strength in numbers - buff enemies if allowed to gather in larger numbers. Rancor-style buffs.
    Potent abilities that pose a threat - Think Morbols, Harriers that try to turn into Aevis, permanent buffs that truly change strategy if not stunned/silenced, Final Stings.
    Enrages - Would promote a sense of urgency without necessarily encouraging speedrun tactics. Not just for bosses either.
    EvE - Enemy feeding/prey mechanics. Not quite "Super Slug" levels, but enough to encourage isolation/mitigation tactics. See Halicarnassus in Haukke HM.
    Native DoTs - Persistent, slow-tick Bleeding/Frostbite/Windburn style debuffs throughout the dungeon. Obviously allow some safe areas for the inevitable afks.
    Platforming - At least break the monotony a bit. Allagan teleporters/bounce pads are fun. Multiple paths (a la last area of Hulbreaker) would at least make for slightly different experience each time.
    Heal to damage/heal to mitigate - remember healing Zombified enemies in older FF titles? Also, see final boss of Wanderer's Palace HM.
    DPS/No DPS to mitigate Skills - See Thornmarch's BLMmog, Sabotender Emperatriz, Agrippa the Mighty.

    Lastly, Hard/Expert modifiers. Choose Hard, difficulty would be a decent enough challenge, rewards/tomes would be par. Expert would be tougher, rewards would be greater. Let's make these Expert dungeons require some expertise.
    (2)
    Last edited by ThirdChild_ZKI; 02-23-2015 at 06:14 PM.