I hope we get Aurum Vale Hard. Hell, I hope we get Aurum Vale Extreme. I really like that place in a Brayflox "Oh, we have large rooms we can wander around in instead of following linear paths" kind of way.


I hope we get Aurum Vale Hard. Hell, I hope we get Aurum Vale Extreme. I really like that place in a Brayflox "Oh, we have large rooms we can wander around in instead of following linear paths" kind of way.


Unfortunately they more than likely won't do this - a dev have commented on this in the past before. Any dungeon from 1.0 will not get a hard mode in 2.0/3.0. Has something to do with the dungeon layout?



Thats too bad. DD looks like it has a lot more to it. Some areas that looked far more interesting than the original.


Q: What was the reasoning behind implementing Wanderers' Palace (Hard) and Amdapor Keep (Hard) over hard versions of, say, Dzemael Darkhold and the Aurum Vale?
A: When we were making FFXIV: ARR we redesigned the regulations for making dungeons to account for the new battle system and cameras; however, this didn't apply to dungeons designed for 1.0. As the FFXIV: ARR storyline would connect to the story from 1.0, we shortened these 1.0 dungeons as much as possible and made adjustments to fit the regulations of FFXIV: ARR, which is what you see with Dzemael Darkhold and the Aurum Vale. However, there are limitations to what we can do, and in the event that we wanted to add a hard mode, it would require roughly the same amount of resources as creating a brand-new dungeon. For this reason, we do not have any plans to make hard modes for the dungeons originally designed for 1.0.
http://forum.square-enix.com/ffxiv/t...rd#post2718786
Hm. I don't have any issues with particular dungeons, but RIP fate-leveling if I can solo a level 15 dungeon at level 30.
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