Results 1 to 6 of 6

Hybrid View

  1. #1
    Player
    Colorful's Avatar
    Join Date
    Jun 2014
    Posts
    2,408
    Character
    Charlotte Elise
    World
    Kujata
    Main Class
    Ninja Lv 70

    Veteran Dungeons [Suggestion]

    Was playing a bit more of WildStar earlier and found out that they have a veteran dungeon system where there's max level versions of lower level dungeons with an increased difficulty, but let's disregard that latter part for now.

    What I'm requesting for now is for all the Heavensward dungeons to have a level 60 version that could be throw in DREX. Now, I know this would take a rather large amount of development efforts, but it's definitely less time consuming than creating an entirely new dungeon, and would bring in a lot of variety to the endgame. Why they don't already do this, I don't know.

    As someone who only plays one job, the amount of times I've run all the level 51-59 dungeons is saddening. An incredible amount of effort went into designing them, The Vault, The Great Gubal Library, The Aery, Dusk Vigil, and Sohm Al are mostly all well designed, and yet I'm stuck running Neverreap and Fractal? It could just be me, but it seems like significantly less effort went into Fractal than say, The Vault or the Library. Maybe it's due to those dungeons just being so well designed and interesting.

    "But why would anyone else run the older dungeons now that we have these at level 60?" - Leveling purposes, as it is now.

    "The rewards?" - The usual Esoteric tomes, and either the same dungeon gear scaled up to the appropriate ilvl, or a dyeable versions. Optionally crafting material drops can be put in that is required to craft the dyeable versions of said gear.

    "But Colorful, we technically already have these in the form of hard mo-" - Shh, don't be like that.

    Now I'm not asking for this to happen in 3.1, but going forward it would be nice to have one or two "Veteran Dungeons" every patch, instead of getting 2 dungeons, we'll get 2 new ones and 1-2 older ones that have been rescaled.
    (0)
    Last edited by Colorful; 10-12-2015 at 07:25 PM. Reason: Fixed it up a bit.

  2. #2
    Player
    Yeldir's Avatar
    Join Date
    Sep 2011
    Posts
    213
    Character
    Tatiana Thorne
    World
    Malboro
    Main Class
    Goldsmith Lv 70
    Brayflox Longstop (Savage). Yikes!
    (0)

  3. #3
    Player
    Colorful's Avatar
    Join Date
    Jun 2014
    Posts
    2,408
    Character
    Charlotte Elise
    World
    Kujata
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Yeldir View Post
    Brayflox Longstop (Savage). Yikes!
    Grrr, I said well designed dungeons, no more goblins!
    (2)

  4. #4
    Player
    WellFooled's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    I wouldn't mind if one or two old dungeons were given an additional level 60 version every patch. I imagine some might not make the cut (Sastasha would need more than updated numbers to make engaging at 60 I think, being a tutorial dungeon mostly), but many pre-60 dungeons are well designed for veterans as well as newbies and would work just as well at level 60. I would love a reason to revisit some old favorites like Pharos and The Stone Vigil.

    Hopefully it wouldn't need too much development time to update the enemy stats and change the loot tables. Even if they offered the same gear as other level 60 dungeons released in that patch, I wouldn't mind the variety.
    (0)
    A true paladin... will sheathe his sword.

  5. #5
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    There would be other things to take into consideration like how higher level skills might effect boss fight mechanics from lower level dungeons as the encounters.

    Personally Ive never been a fan of 'Veteran' dungeons but I understand why people would want them, particularly after 5 months of only two dungeons. That's going to be too much for anyone. Personally for me, I'd settle for the current Expert Dungeons remaining on the Roulette so we have at least 4 potential dungeons.

    Still, if they can scale up older dungeons without it negatively impacting new content in a major way I'd be ok with it. That's really the clincher I think. How much work would it actually take to do properly. Veteran Dungeons are still at the end of the day old content. If it was a choice between something new or scaled up old I'm going to be incline for the new stuff even if we did get a bit more of the revamped old.
    (0)

  6. #6
    Player
    xnonamex's Avatar
    Join Date
    Aug 2013
    Location
    Grindania
    Posts
    88
    Character
    Baltais Elfs
    World
    Odin
    Main Class
    Lancer Lv 60
    I was thinking the other day about an interesting system that would make both crafting and doing dungeons more relevant. This would require few steps, but I think it would make things interesting

    1) Make crafter profs more involved in high level gear. For example to get the highest tier equipment you would need to get the drop from the dungeon, and have a crafter work on it a little bit to actually finish it (refurbish?).
    2a) Make the materials required for it be obtainable only in dungeons and collectible by gatherers
    2b) Make some of the crafting actions on some items only possible in special places in specific dungeons.
    3) Make changes to the way how people can enter dungeons meaning that crafter and gatherer classes are accepted as a candidate.
    4 (optional)) Add some mechanic (something similar to the walkers in a2) that the crafters/gatherers can use to help the party a little bit and so that they don't go bored while they are getting carried to the spot where they need to do their thing.

    This would create greater money flow - 1) gatherers pay battle classes for carry, 2) gatherers sell stuff they gathered to crafters 3) crafters sell their crafting services to battle classes.
    Furthermore this would make lower level content viable again and increase the relevance of crafter and gatherer classes.
    (1)