Anything different from the current formula of
speed-run to mini-boss
speed-run to mini-boss
speed-run zerg rush final boss

Anything different from the current formula of
speed-run to mini-boss
speed-run to mini-boss
speed-run zerg rush final boss

Abandoned Midgard would be cool. Go through all the sectors with one a final boss in each one.

I like that idea with the brothers from FF8.

Yes please, I'd like to try to heal and tank it. I would like to see other mechanics that will make it special, such as a pad that require a player to stand on.
I can see Aurum Vale HARD has has 3 boss rooms for the same boss, the boss runs away after each battle 'till we reach the boss' liar.
While in Cutter's Cry HARD I can see a tree branched dungeon we chose a single path that leads to different mini boss and a different final boss. So we can only choose 3 out of 5, that would be interesting and we'll be voting which route to take.
Something without set (but still distinct) paths that give tactical significance to where the part hits first, second, etc. without giving many opportunities to rethink their decision once started--a rush of a mission, more than the likeness of an open-world dungeon--preferably with some platforming elements that, in combination with the trash, can be as difficult as or even act as boss fights, most likely in the outskirts or ruins of some imperial structure with fewer obligatory walls and useless courtyards (or else just similarly tech-heavy in a style anywhere between FF6 and FF8).
Also, trains should be involved.
I don't particularly mind speedrunning, especially if it's not done in the same manner or for the same reasons as our typical "speedrunning". I'd rather be running FROM something than merely cutting down time.
Edit: I also really like the abandoned Midgar idea (see 3 posts above), especially if it could have some sort of mini-hubs inside (at the most extreme, maybe something like an automaton-run bar that could act as a Sanctuary in which to change jobs, cash dungeon items for specific buffing drinks or combined consumables, or even see other instances' parties) and random generation, placing certain familiar sub-zones in different locations and with different paths to them. You only get as much revealed map as you've discovered.
Last edited by Shurrikhan; 05-24-2015 at 07:49 PM.



Appart from getting to fight the Phantom Train and an army of vampires (don't mention Haukke Manor) I want a dungeon with the primals as bosses.
Something like this:
You approach a castle. The drawbridge lowers and Odin rides forth to greet you. Once he is killed you go inside,but first kill Leviathan who attacks you on the drawbridge. Or, from under the drawbridge. Once you finally go inside you come across a huge hall with rows of columns. Garuda fight incomming. Now ascend the spiraling staircase to the top and be prepaired to face Titan.



Something with the same kind of set up as DCUOs Paradox Wave. Where you could fight the side bosses on their own, or leave some or all of them up to fight with the main boss. Minus the irritating graphics they had with that though.
I also would like to see some kind of open world dungeon. Not sure how you could make it work though, loot distribution and revelance wise.

Cool original dungeons, don't need more stuff from previous games shoved into 14, they'd have to make lore reasons for why they exist in the world and it would get ridiculous over time. Designs inspired by stuff from older games would be more acceptable, midgard for example would probably be a heavy influence for garlemalds capitol if we ever see it in game.


You know what I want?
A 72 man raid called "Siege of Ala Mihgo". And make it sort of like a multi-lane version of Steps of Faith where you're defending your starting point and pushing superbosses back with a full alliance each, switching parties around as necessary. Make the bosses advance slowly so you don't have time to really relax and things like being killed and running back are more detrimental. Just suuuuper hectic with 9 full parties worth of dudes fighting huge Garlean ultratanks that fire rockets which in turn fire smaller rockets.
Awwww yeah.

Something that incorporates DOL and DOH, as well as DOW. Basically, the DOW work to protect the DOL and DOH from mobs, while DOL gather mats for the DOH to craft into something that is needed for the dungeon. Perhaps it could be a type of wave defense situation, where the goal is to build a fort of a certain strength in time for a final boss?
Also want a Chocobo themed dungeon. Upon entering the dungeon, all four players are given a special type of green that summons their chocos indefinitely. If the choco goes down, it will need to be raised. Defeating mobs/bosses or finding special items will buff the birds, making it more difficult for the mobs to kill them. Choco xp and special bardings would be the reward.
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