or we could ask for 3 dungeons instead of 2.... 3 shorter dungeons instead of 2 larger..... faster tomes and more varied.....u kill 2 Zu's with stone I that way :P
or we could ask for 3 dungeons instead of 2.... 3 shorter dungeons instead of 2 larger..... faster tomes and more varied.....u kill 2 Zu's with stone I that way :P
I'm more for 1 dungeon with the size of 3, 8 man party, triple daily reward, not in any roulette until next patch (also PF only until next patch).
Dungeon and Raid in one. Average speedrun clear time around 40 minutes.
After 2 or more of those dungeons exist, the devs can put them in a Dungeon Raid roulette
Last edited by Felis; 04-09-2016 at 09:13 PM.
Yeah, I really just want 3 dungeons again instead of 2. Definitely my least favorite change with the advent of Heavensward.
I do agree, 3 dungeons seemed a hell of alot less tedious before.
That's what normal mode of the respective fights do.
I doubt players will learn anything if the consequences of failing those mechanics lead to things like kuribo healing for 2% of it's already low hp (and yes, I've already seen the value when only 3 out of 4 people stack for cure IV).You might laugh at Ampador's boss's "Healing" ability that occurs if you don't have all 4 step in the circle to reduce the healing however think about it for a moment. If you've done Sephiroth EX you would be aware that he has a similar mechanic but ina more punishing fashion. Users need to be aware of what color they are and then they need to step on the right position to reduce damage taken, they need to be aware of what phase is going on and step on that when it's needed.
The seph color mechanics aren't even comparable either because the concept isn;t the same . You have colored orbs, but that's it. Nothing prepares you for something like da'at, fiend's wail, storm of words, or the like. Except for...well normal mode of seph where the fights draw on the same mechanics with less layers.
Alexander normal already serves that purpose, and even the execution of it is entirely different because of how long the images stay out and the telegraphed nature of the AoE.
This has also been a reoccurring mechanic that required players to stay away from the target in mind. That's not unique in anti-tower, and honestly I wouldn't say that's even training at that point as much as how it's been established as a reoccuring mechanic previously.Also be mindful of the final boss in anti-tower, the latest new addition that I don't think we've seen on any other bosses yet, the eye appearing on top of you to warn the user that they will be the target of a fan attack, which honestly was also used in World of Darkness during the phase before you fight the Cereberus by the Atomos.
And I'll say it again, that's where normal mode of those raids are already there for. Even running with your example, the color mechanics (among other things) only applies to Seph EX, but seph normal showcases those mechanics better than any other previous dungeons (and you're making large, broad comparisons to even draw similarities at this point.)So ya, it's just something to be mindful of, sure dungeons get easier, they are suppose to, if you aren't learning the tricks behind them then you're doing it wrong. You can't expect the dungeons to magically get tougher because each one is designed as a simple puzzle with mechanics that will later be used on more complex puzzles in different variables.
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3 dungeons would be great. 2 seems a bit poor
I would rather they introduced dungeons outside of main patch days, and used those patch days and resources to deliver new types of content.
Then introduce dungeons piecemeal one by one over incremental patches.
Demanding we have three glorified hallways pales in comparison to the prospect of new gameplay systems.
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