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  1. #21
    Player
    Kimimoto's Avatar
    Join Date
    Jun 2014
    Posts
    24
    Character
    Kimi Shokan
    World
    Siren
    Main Class
    Summoner Lv 70
    Extreme dungeons that give 65 lore base + Extreme dungeon roulette for 100 lore tomes combined please. I just want to cap while having some fun, doing expert has turned into a chore.
    (0)

  2. #22
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by StrejdaTom View Post
    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?
    The even remotely difficult dungeons were all back during 2.X. Everything now is "follow the well showed path, fight enemies, follow path, more enemies, cool looking boss beat down, follow path, more enemies etc". Said it before, these dungeons need more depth, and not lore wise saying your going into another part of the dungeon by friggen blocking the last one from another dungeon and have us go the other way, but actually give us choices.

    So far these dungeons are just Beautiful, Lovely sounding, pieces of crap. It looks good, but it doesn't feel too good, and the more you dig into it the more crappier it feels. Don't worry though, friends would make it more fun. -_- it just seems like every dungeon since SE has gave up giving players the feeling of true exploration (oh...haukke manor nm T-T <-- in which they could've built on this idea up to 3.0 and we'd have an awesome buffet of dungeons to explore). Dont have time yada yada, then play on your own time, what do you expect on an mmo rpg (RPG) your time is friggen forfeit as soon as you subscribed. \rant

    Edit: Here's a similar topic called Dungeons are a little linear and the post i made in response: http://forum.square-enix.com/ffxiv/t...ng#post3443847
    (3)
    Last edited by Kurogaea; 03-04-2016 at 04:09 PM.

  3. #23
    Player
    hellmach's Avatar
    Join Date
    Nov 2014
    Location
    Ul'dah :>
    Posts
    194
    Character
    Ori Lannister
    World
    Cactuar
    Main Class
    Ninja Lv 70
    End Game content design, gear progression, and secondary stats need a revamp. I understand SE is leaning this game more towards a casual base but there needs to be a greater challenge and content with more substance or they'll even bleed out the casual subscribers b/c they'll end up getting bored.
    (2)
    Hail Nanamo. Glory to Lalafell kind.


  4. #24
    Player
    FabricioRF's Avatar
    Join Date
    Jan 2015
    Location
    The Goblet
    Posts
    179
    Character
    Theodric Bloodfury
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Funny thing is: last boss of The Vault (leveling dungeon) is much harder than bosses in "Expert" Roulette.
    (2)

  5. #25
    Player
    Tanathya's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    659
    Character
    Selena Schwarz
    World
    Ragnarok
    Main Class
    Samurai Lv 90
    Quote Originally Posted by StrejdaTom View Post
    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?
    After two years and a half of the rinse-and-repeat kind of content, are you truly surprised that they're piss easy? Now that in itself is a surprise.
    (0)

  6. #26
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,225
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Sorta related to the thread
    Remember in Final Fantasy games you'd come across a boss in a dungeon that's pretty hard but with enough persistence you'll eventually beat it, Bosses like Materia Keeper or Demon Wall from IV? How come we can't have that in these games? Is it because people are running these things daily and don't want to be stuck fighting a hard boss? Not to sure if this is an MMO exclusive thing or not just think it'll be kinda cool to have that in this game.
    (0)

  7. #27
    Player
    OoglieBooglie's Avatar
    Join Date
    Jun 2015
    Posts
    248
    Character
    Ooglie Booglie
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Yasuhiro View Post
    Sorta related to the thread
    Remember in Final Fantasy games you'd come across a boss in a dungeon that's pretty hard but with enough persistence you'll eventually beat it, Bosses like Materia Keeper or Demon Wall from IV? How come we can't have that in these games? Is it because people are running these things daily and don't want to be stuck fighting a hard boss? Not to sure if this is an MMO exclusive thing or not just think it'll be kinda cool to have that in this game.
    That's called an extreme primal/savage raid. The current ones are Sephirot extreme and Midas savage.
    (0)

  8. #28
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    @Yasuhiro & OoglieBooglie

    To be honest, back at ilvl 50, the old Demon Wall was exactly that for many parties. Wiped and broke up many an expert roulette at that time, when AK was the only choice in said roulette. Challenge of any noticeable significance has simply been split off from daily content these days, apparently, for reasons much like you guessed, to primal/savage content, as Ooglie said.
    (0)

  9. #29
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,225
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Quote Originally Posted by OoglieBooglie View Post
    That's called an extreme primal/savage raid. The current ones are Sephirot extreme and Midas savage.
    Was asking for difficulty in dungeons, lel.
    Nice one though.
    (1)

  10. #30
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    These dungeons are insanely easy. Speaking from a tank's perspective, the monsters (even on maxed-out pulls) and bosses hit for very little damage, but have inflated HP pools to make the dungeon actually take 15~20 minutes. There are some sort of(being generous) interesting mechanics on bosses, but they all do so little damage that you can basically ignore them. The problem is that, thanks to Diadem, Gordias Normal, Void Ark, free gobtwines, and a huge time gap between 3.1 and 3.2, anyone who has been playing even a little bit far outgears these dungeons. This has always been the case, but it shows especially here because nothing does any damage to the tank. Healers can sit in cleric stance for entire boss fights.

    It sucks because the dev team spends all these resources making these unique monster models and environmental models and then makes these sleepwalk dungeons. The previous dungeons were much more fun, even though Pharos "Hard" was way easier than Pharos normal.

    If they want bad players and newbies to still be able to get their weekly tomestones they should

    Make leveling and level 50 roulette give the same Lore/whatever tomestones as current expert
    Make high level roulette give the same lore/whatever as current expert
    Make expert roulette actually have good difficulty and decent gear rewards, maybe some unique roulette rewards as well (random drop mounts and stuff)
    Nerf old experts on the patch cycle
    (2)
    Last edited by Brannigan; 03-13-2016 at 06:36 AM.

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