My biggest issue with Hullbreaker HM is the unmovable text box that covers up my status icons on my HUD, especially for the last boss.
My biggest issue with Hullbreaker HM is the unmovable text box that covers up my status icons on my HUD, especially for the last boss.
I hate it. It lacks the feeling of dangerous. I know my character can be killed but it still feels like a training camp.
Worse thing is... another Expert dungeon is also a trial of that dragon too. So we have two training camps at the same time.
I already accepted the fact that nothing is going to challenge us as long as we can grind tomestone gear. So meh.
I actually rather like Hullbreaker HM :/ Then again I am biased because I love Lominsian lore.
The single hallway with tons of gates does not bother me at all. In fact I enjoy it since random healers (who often are not good at healing) wont pester me to do mega big pulls. I also like all the boss fights, even the first since it is unusual to have an entire fight be nothing but add waves. Certainly a break from a HP sponge that occasionally summons adds which the vast majority of dungeon bosses are.
However I would have liked to see more of the island. Still that is a minor complaint.
Till sea swallows all!
All of the dungeons have been the same to me. Nothing new. Kill a few adds get to the boss over and over and over again.
I'm not liking your post OP because I liked Halatali HM. Hullbreaker HM is better than Sohr Khai, but it's worse than it's normal mode imo.
I think the devs are afraid to make things too hard, especially the butthurt after the original Steps of Faith design. Sohr Khai and Hullbreaker HM could've been made so much harder, and it's a shame that they are so easy.
the first boss is so lame just adds that you cant group up also the whole dungeon is so bright hurst my eyes
Sohr Khai really isn't that much better, it's visually appealing but the mechanics are so simple that you don't have to pay attention and the moogle boss is an easier Good King Moggle Mog. I've already stopped running roulettes as I can't bear 20-30 minutes of work in my free time.
Can someone honestly tell me why they stick to this dried up formula for dungeons? Why do they have to last 20+ minutes with an average group? Why not make the dungeon shorter, say 10-15 minutes but well less trash or trash with less health if it's going to be nothing but a bore? FFXIV has had some of the slowest dungeons I've played in an MMORPG, while I felt WoW was too fast, there can be a balance between fast and painfully slow (a bug shouldn't take 20-30 seconds to kill).
I'd actually want longer (and more difficult) dungeons, current 15-25 minutes is quite short time to complete a dungeon.Can someone honestly tell me why they stick to this dried up formula for dungeons? Why do they have to last 20+ minutes with an average group? Why not make the dungeon shorter, say 10-15 minutes but well less trash or trash with less health if it's going to be nothing but a bore? FFXIV has had some of the slowest dungeons I've played in an MMORPG, while I felt WoW was too fast, there can be a balance between fast and painfully slow (a bug shouldn't take 20-30 seconds to kill).
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.