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  1. #1
    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.

  2. #2
    Player
    Ooshima's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    1,925
    Character
    Rui Ooshima
    World
    Tonberry
    Main Class
    Bard Lv 100
    What I can only say is

    If everyone is decently geared and your team have 1 BLM, it is quite a complete waste not to pull one more pack. 2 packs aren't any different from 1 pack, any tank/healer meeting the dungeon entry requirements can handle that - fair. But be it 1 pack or 2 pack, your BLM will still be F3>F2>F2>F2>Flare anyways. Might as well right?

    I am fine with both single pack pulls and pull the whole damn street, but when the tank does single pulls with a BLM in store... I don't know how to feel about that.
    (0)

  3. #3
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by ThirdChild_ZKI View Post
    snip.
    As a carrier DPS I love every one of those ideas. Please give me something that makes me actually think "Uh, if we don't do something about "X" soon were screwed." And to add the platforming/multiple path ideas, make legit hidden passage ways like loot rooms and short cuts that aren't just "oh look the tonberry opened the door". Maybe make mini objectives in the dungeon to unlock them like "Don't let "X" npc die" or hide little clues and hints in the dungeon that don't always lead to the same place. say the loot catch from last run is now a trap, perma poison debuff till you find the antidote, ambushed and locked in with paralysis Debuf till you escape,ect ect, or make something like a "Bonus Boss" that drops rare gear unique to the Dungeon and make none of it guaranteed. (A run from hell being nothing but trap/ambush rooms the whole dungeon)
    (0)
    Last edited by Kaiser-Ace; 02-23-2015 at 06:30 PM.