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  1. #1
    Player
    Toguro's Avatar
    Join Date
    Feb 2015
    Posts
    378
    Character
    Vinny Falcone
    World
    Gilgamesh
    Main Class
    Lancer Lv 60

    Can There Be More Dungeons Like Wanderer's Palace(HM)?

    I ask this because when I think back on Wanderer's Palace (HM), there were some really nice things in that dungeon that dungeons just don't have anymore. And I wanted to go through all the things it has.

    Unique Boss Fights:
    1st Boss: The first boss, with weak gear is a good DPS/Healing check because if you can't destroy the spears fast enough, too many will be spawned and will cause a lot of damage. Even unsynced you can't ignore this mechanic. Then there's the annoying ram. Unique.. but annoying..

    2nd Boss: This boss is a nice healing check and memory/awareness check. There are no other bosses in the entire game with a mechanic similar to the Sacred Totems. Multiple debuffs, and even buffs can be given through totems and then the colors are different each time you go in the dungeon. Frog, Damage Up, Heavy, Fire Resistance Down. Think I may have missed one. Then there's the tank buster attack the boss does whcih requires healing.

    3rd Boss: I actually like the 3rd boss a lot because it has a good amount of mechanics. Tyrannic "Whatever" requires players to stay close to him because the AoE is too big to get out of when far away. Then there's Doom. Another mechanic not seen anywhere else in the game. Yes Doom itself works the same. You die. But you need to be healed to full HP to survive. DRKs biting off this guy's attack.. The boss also has Black Lung I think it's called, that extends the range of the Totem sickness on players. If you don't read the description it's impossible to know what it does. Ah, and the totems, lets not forget the totems. If the DPS is bad almost the entire room will be filled. So that's something to look out for. There's even two types of totems. One to destroy and one that's left alone. AND there's adds.

    Dungeon Itself

    Totem Mechanic: After the first boss there are totems the enemies need to be pulled out of because they are buffed while inside it.

    Releasing Tonberries: A nice little piece in the dungeon. Getting the key and releasing them.. and then they open the door and stuff.

    Slimes and Poison: Another piece of the dungeon that requires the players to do something + kill enemies. At least there's something to it.


    I like this dungeon because there is love put into it. You do it so many times in the expert roulette(Past), you get tired of it. But when I compare it to the HW dungeons... there's nothing to them except kill kill kill. Boss fights are super simple with barely any mechanics. Except Tioman and Charibert. They're pretty mechanic/heals heavy compared to the other stuff in HW. I love those bosses. WP (HM) actually makes you DO stuff.

    3.1 Dungeons are especially bland. Just straight killin' and tank and spank. But there is an exception. One of my favorite dungeon bosses in FFXIV so far is the Queen Hawk. I like this boss a lot. It actually makes healers HEAL instead of standing around. It makes tanks USE cooldowns because Stinger Cell sucks. And it makes players be aware of the arena with Ally(aaah.. so many deaths...). Lots of dodging with Assail and poison, DPS check, AoE damage. This boss is just better than the others imo. More wipes on this boss with DF teams than any other boss.



    Lastly... I really miss having all the rooms and places to explore that the 2.0 pre-50 dungeons had.. I dont know why the pro-50 dungeons have achievements when you can't NOT complete them.


    Thoughts?
    (6)
    Last edited by Toguro; 02-10-2016 at 06:02 AM.

  2. #2
    Player
    AsahinaMyLove's Avatar
    Join Date
    Oct 2014
    Posts
    751
    Character
    Asahina Karayami
    World
    Siren
    Main Class
    Botanist Lv 90
    I want more dungeons with original mechanics in general! >.>

    Like:
    Copperbell mines: Collect TNT to make your way with explosions!
    Haukke Manor: Find keys to open rooms!
    That ice fortress wich we have to use canons to that gigant turtle - our gears dont play a role!

    - look out for falling traps
    - move forward or that something behind you gets you
    - dungeons with multiple floors with dead ends
    etc..


    But now: Since HW(and earlyer) all we get is average tube dungeons with no mechanics =.=
    We only have to dodge enemys atks. Not even those new "Expert runs" are a challenge :I


    I would like a: - (just some examples)
    - touch this to increase your damage for an amounts of time x10 - because that boss has also much more HP + high HP reg!
    (I liked that on Final Monk quest! Was pretty epic I can say!)
    - A boss fight where boss have multiple atk points - each part does something after defeat or still not defeated!
    - Use this field device to make the boss vulnerable - or else damage is only 10% gain
    - A battle arena that changes/breaks during the fight/in dungeon
    - A twisted dungeon with different gravity law/time and space
    (2)

  3. #3
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    WP > WP HM
    (9)

  4. #4
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    The entire set of 50 dungeons I've really enjoyed. It's the fact that there are a lot of trash, that makes people gather everything up. Then it turns into one huge AoE battle of dodging and doing attacks. Melee DPS either just eating the AoE or having to stop, dodge and go back.

    Take WP, there shouldn't be so many groups of 3. That's just encouraging people to gather stuff already and AoE it down. Instead remove a set and place in a larger Tonberry to fight. One that buffs others who are near it somehow. This would stop the massive gathering, but in return the removal of so many sets of adds between bosses. From the start to the first boss. I think if you had the first set of 3 one being a smaller , then a large Tonberry who had a job say being a Bard, singing songs and buffing. Then at the gate have just two smaller Tonberries who drop the items needed.

    Like Dusk Vigil, I enjoy that one. You have your sets of 3, but one is a bomb that can be annoying. Then you have your larger mob, then another set of 3. The frost debuff is nice too. The Vault is by far my favorite, even though there's a large gathering of mobs, they're rather weak. Still, when you see the BLM one you know you need to take him down because he's going to be annoying. DPS get to him fast. In situations like that I would have the BLM give aoe Aether Spikes so all who damage him / anyone near him gets hurt..

    Lol but I think of really cruel things..I'd add bees back in the wall! I would love Primal dungeons. Like running through an inferno based dungeon just to find Ifrit EX waiting.

    Quote Originally Posted by Toguro View Post
    Lastly... I really miss having all the rooms and places to explore that the 2.0 pre-50 dungeons had.. I dont know why the pro-50 dungeons have achievements when you can't NOT complete.
    Those were fun, you had to get a party to go in and get relic. Or when you walked in and you saw all the NPC's fighting each other but didn't know what to do.

    Every dungeon though really is beautiful and interesting in its own way, just after running it so many times you get worn out. Then you take a nice long break, suddenly you don't mind returning to AV.
    (0)
    Last edited by Leigaon; 02-09-2016 at 11:11 PM.

  5. #5
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Leigaon View Post
    I would like more of those things, reasons to be forced to stop speed runs and the bosses being unique.
    Well...those debuff thingies are generally used to "speed up" runs, rather than slow them down...

    Personally, I find bosses to be "unique enough". There are only so many things you "can" let the players do.
    1. "Kill"
    2. "Click activator"
    3. "Move"
    4. "Use specific skill"

    All you can really do is to mix&match them, put them on timers, assign them to conditions etc. But there's only so many combinations you can do it with and if SE manages to make something entirely unique with it at this point, kudos to them.
    (0)

  6. #6
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    I think WP HM could have been improved by the totems drawing the party in and surrounding the area with a forcefield until the enemies within are defeated. That would stop a lot of Leeroys looking to show off.
    (1)

  7. #7
    Player
    DragonSlayer45's Avatar
    Join Date
    Aug 2013
    Posts
    870
    Character
    Adrian Ryder
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I'd like to see something from WP NM that has a mob you can't fight and chases you (or just patrols) throughout the dungeon again.
    (0)

  8. #8
    Player
    GleepWurp's Avatar
    Join Date
    Jan 2016
    Posts
    27
    Character
    Mandos Meikle
    World
    Malboro
    Main Class
    Bard Lv 66
    I know I always enjoy turning into a cute little froggie during a boss fight. :-)
    (2)

  9. #9
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Zojha View Post
    Well...those debuff thingies are generally used to "speed up" runs, rather than slow them down....
    They are there to speed things up, but also there to slow other things down. It's crazy! I guess it would be better to say add reasons not to skip these debuff thingies, or other wonderful mechanics that the devs have put in.

    There is a lot of creativity that has been put in for a lot of these bosses. They are unique enough..or... "unique enough" I guess. We can click, dodge, duck and roll and manderville our way through bosses. Oh they'll always surprise us. That I don't worry about! Like the snowcloak boss, the use of the giant snowballs was wonderful. They really do a good job.

    Quote Originally Posted by Hayward View Post
    I think WP HM could have been improved by the totems drawing the party in and surrounding the area with a forcefield until the enemies within are defeated. That would stop a lot of Leeroys looking to show off.
    That's an idea..right now people just take them and pull everything away, so it means nothing.
    (0)
    Last edited by Leigaon; 02-10-2016 at 05:03 AM.

  10. #10
    Player
    Odett's Avatar
    Join Date
    Nov 2013
    Posts
    636
    Character
    Odett Telos
    World
    Lamia
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Hayward View Post
    I think WP HM could have been improved by the totems drawing the party in and surrounding the area with a forcefield until the enemies within are defeated. That would stop a lot of Leeroys looking to show off.
    Pulling packs of mobs to make a dungeon run faster is apparently showing off now and makes you a Leeroy, sure thing, fam.

    Anyway, I think you missed the point of the totems. They're basically there to drop a hint on how the last boss works. "Hey, I noticed that the monsters become really hard to kill when they're inside the totem. We could kill the totem, or just move them away from it and save time. Oh look, the last boss also drops totems, using what we've learned, lets move him away from it."
    (0)

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