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  1. #1
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70

    3.2 Dungeons Difficulty

    Hello,
    I have just wanted to ask you people what you think about the difficulty of 3.2 dungeons?

    I think they were really beautiful, but the difficulty seemed just too easy to me even while taking casual players in account. I joined both dungeons without any knowledge and ran them trough without single death or wipe while just dodging stuff, if there was a mechanic, it was completely straightforward and required no figuring out or trial and error method.

    I understand why Antitower is faceroll but why Amdapor ("Hard") does not have atleast a little bit of challenge?
    (8)

  2. #2
    Player
    Archaell's Avatar
    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    1,049
    Character
    Arch Idealist
    World
    Alpha
    Main Class
    Blacksmith Lv 100
    The dungeons actually seem more difficult - in comparison to the previous faceroll content at least.

    I can imagine that doing these at minimum item level with random casuals could provide a lot of challenge.
    (0)

  3. #3
    Player
    MXMoondoggie's Avatar
    Join Date
    Sep 2013
    Posts
    762
    Character
    Pikarin Makai
    World
    Twintania
    Main Class
    Conjurer Lv 90
    I don't really think any dungeons have been higher than potato level tbh when it comes to 4 man content. These ones aren't really any different.
    (3)

  4. #4
    Player
    Ultear_Milkovich's Avatar
    Join Date
    Mar 2014
    Location
    Limsa Lominsa.
    Posts
    451
    Character
    Pandora Heinstein
    World
    Moogle
    Main Class
    Thaumaturge Lv 60
    I think that dungeons included in the main tomestones roulette never been difficult for this reason. People will need to clear them every evening to get their weekly 450 . It is the slow but safe way to gear up.
    (0)

  5. #5
    Player
    Darkstride's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,602
    Character
    Ruin Darkstride
    World
    Excalibur
    Main Class
    Sage Lv 100
    I find the new dungeons to be fun, but very easy. And while I don't mind the gating now, it's going to get old after a few weeks of grinding for Lore when you're limited to how many mobs you can even pull.
    (3)

  6. #6
    Player
    Clouse_Cleyra's Avatar
    Join Date
    Sep 2013
    Posts
    226
    Character
    Clouse Cleyras
    World
    Rafflesia
    Main Class
    Scholar Lv 100
    I dont understand why dungeons are so long and easy.
    It would be a very nice change to have to do faster and harder dungeons.
    (1)

  7. #7
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Clouse_Cleyra View Post
    I dont understand why dungeons are so long and easy.
    It would be a very nice change to have to do faster and harder dungeons.
    As others have said, dungeons are basically the source of tomestones and people are going to grind for it. Making the dungeons harder for its own sake is going to cause an upset among the playerbase since people don't want harder things for daily grinds and they can just go to Savage raids and EX trials for a dose of challenges.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,846
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    The Lost City aesthetics were decent, but Antitower seems a bit plain, especially once inside the tower, differentiated only by the caved (ceiling) floor for much of it. Both seemed face difficulty. Antitower's long hallway pull that ended with the Centaur statues seemed about the only place with the a faint sense of danger, and only because that was one of the few places we could finally really mass-pull. They're not bad, and arguably better than the Arbortorium or Neverreap, but I just couldn't find myself excited at any point in them past the first view downhill from Lost City. I really would have appreciated some difficulty and newer sense of mechanics for a change.

    Better to be difficult and interesting, and adjust the rewards for that added time, than reduce the amount of time necessary for each run (while awarding less), given that a third of the time is going to be spent running anyways.
    (1)

  9. #9
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    They seem super easy..but I don't mind. Sure, I would love 4 man difficult dungeons, or shoot..even 8 man like we had in 1.23, but I am not holding my breath XD
    (0)

  10. #10
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    I wouldn't worry about it too much. Soon people will speed run it to add artificial challenge and then we'll get people who don't understand how to speed run the dungeons, wiping the party in the process...
    (0)

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