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  1. #1
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80

    [Dungeon Implementation] Choose One.

    A. More Expert Dungeons per "cycle"
    Have more than the typical 3 dungeons for expert roulette. Wouldn't kill to have some variety outside of Getting Wanderer's Palace (Heroic) or The Tam-Tara Deepcroft (Heroic) 10 times in a row (it's happened qq). It'd definitely break the tedium a bit when it comes to dailies or something similar to alexendrites if its to be in 3.0.

    B. Higher Ilvl/scaled Experts
    Current Expert dungeons released with each cycle are relevantly scaled compatible to capped tomestone gear. To make an example, our current experts would be scaled for ilvl 110 and drop ilvl 115 equips. Because no one likes a dungeon that's tuned for ilvl 90 when we have ilvl 120 tomestone gear available.

    C. Zoidberg.
    Why not?

    Share your thoughts. I've always been bothered by a roulette only consisting of three dungeons at a time, and espesically when new dungeons that get released are immediately overgeared by the majority population (the capped tomestone gears). At that point, the challenge only really comes from doing it the first time (and often is not the case unless it has a bug or vague mechanics, such as wandii or madison)
    (0)

  2. #2
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    I'll respond.
    A: I'd like to see the roulette be more, well roulettey, but it takes into consideration players queing for specific dungeons and fills from there. But, due to difference in difficulty from the previous ones, how could they do it? They have a schedule to work to and more than 3 may not be feasible in the dev cycle for that update as their is other content being created too.

    B: there should be higher ilvl dungeons to match the gear, but, unless the rewards are more than the others they will just get abandoned until nerfed. eg Pharus Sirus. Not to mention the cries for nerfs in the first days, same thing happened with the last 3 dungeons. First week, nerf cries of it's "TOO HARD!". And they where balanced for ilvl 90 when last updates gear was 110. So, no, good idea, but player bases heads would explode in outrage of them actually being a challenge.
    (0)
    Last edited by Sapphic; 05-14-2015 at 07:08 AM.

  3. #3
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Definitely b
    (0)

  4. #4
    Player
    Reokudo's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    427
    Character
    Ryu Gier
    World
    Balmung
    Main Class
    Lancer Lv 50
    B, yes. B is great.
    (0)

  5. #5
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    I'll take D for dungeons being harder than FCOB prime or Alex HM.
    (0)

  6. #6
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    C. Zoidberg.
    Because no one will be satisfied with anything else.
    (1)

  7. #7
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    I'd like dungeons that are tuned to the level of something like extreme primals and that have appropriate rewards. Right now, for anyone who actually plays every month, dungeon gear is basically just for glamour. You don't even need to raid at all for that to be the case.

    Actually something like heroic dungeons with a short lockout (6-24 hours each or whatever) and pretty good rewards would be awesome.
    (0)

  8. #8
    Player
    Rath's Avatar
    Join Date
    Oct 2011
    Posts
    429
    Character
    Jagged Phoenix
    World
    Coeurl
    Main Class
    Goldsmith Lv 50
    All level 50 dungeons should have 3 boxes to choose from in Df, low level, high level, and expert.

    If you pick low level, it should be il 50-70 and sync you beyond that. It should reward the lower type of tomes, drop crafting materials from the mobs for il70 equipment, and have il70 gear in the chests. Newer 50s would run this version to gear up for LAB, HM primals, and gain tomes for il90 gear.

    If you pick high level, it should be il 70-90 and sync you above 90. You should get a decent amount of the lower level tome, and a small amount of the higher level tome type. mobs should drop il90 crafting materials (rarely), and have il90 gear in the chests. You would run this dungeon to gear up for ex primals, second coil, and CT.

    If you pick extreme, it should be il100-120, it should give a large amount of the lower level tomes, a decent amount of the higher level tome, il110 crafting mats from mobs, il110 gear in the chests.

    Once we get capped at il60 those dungeons should have a similar format. But all level 50 dungeons should easily be scalable in this way by simply increasing HP, damage output, and damage resistance on the trash and bosses. Add a few extra abilities to the extreme versions and you are all good. Everyone gets to try all the content at their own level and get some rewards.
    (1)