I enjoy this entire thing...I agree with some but not with all but I enjoy the sass more than anything!
LONG LIVE THE SASS and please post more opinions b/c I need entertainment while I wait for NODES!

I enjoy this entire thing...I agree with some but not with all but I enjoy the sass more than anything!
LONG LIVE THE SASS and please post more opinions b/c I need entertainment while I wait for NODES!
Looks so ... And that's a pity, especially after all those years I devoted to this game. All wasted.So you will not be playing again for awhile, as they have said tehy dont plan on adding any bonuses for achievement points.





Its wasted cuz you dont get super special prizes for having a lot of achievement points? i dont understand this lol. So you only played to get achievement points which never gave you any benifit, and they never said it would? You never played the game for fun?



The best part of 3.3 was where Yoshi P said Deep Dungeon was delayed because he didn't want us to be overloaded with content.
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Did you fail to notice the pretty sizable haste buff the fans give and the fact they launch you to predetermined points based on where they die?
I have had tanks that abused the fans to make speed runs faster by using big pulls in those early rooms to position to get launched to the other mobs guarding the door so that they do not have to run and instead instantly chain pull, and DPS that abused the haste buff to kill even faster and catch up to the tanks.



Why not just pull all of them including the ones guarding the door and burst them down and kill the enemies in an order to use the fan buff accordingly? I actually didn't know about that buff to be honest, hard to notice when its only in that first part of the dungeon for hp soaking enemies that don't really require going quickly when killing them.Did you fail to notice the pretty sizable haste buff the fans give and the fact they launch you to predetermined points based on where they die?
I have had tanks that abused the fans to make speed runs faster by using big pulls in those early rooms to position to get launched to the other mobs guarding the door so that they do not have to run and instead instantly chain pull, and DPS that abused the haste buff to kill even faster and catch up to the tanks.
Depends on how good the healer is.Why not just pull all of them including the ones guarding the door and burst them down and kill the enemies in an order to use the fan buff accordingly? I actually didn't know about that buff to be honest, hard to notice when its only in that first part of the dungeon for hp soaking enemies that don't really require going quickly when killing them.
In general what I see is everything gets pulled up to the melia and burned, then hit the fan which plants you down next to the next fan where you pull it to the group guarding the door. Often times the fan dies pretty quick so you can hit it to refresh the haste buff, since it sends you right to the door (which it's right next to) there is no running to get back to where you should be. This also lets you enter the first boss with a ~10-15% haste buff.


Dungeon team has to be fired. Seriously, if you don`t take into account graphic models and enviroments, we haven`t had a new dungeon since 2.0...
trash, trash, (optional third trash pull), boss, trash, trash, (optional trash pull), boss, trash, trash, (optional trash pull), final boss.
(the same but larger for raids)
And bosses mechanics are basically simplified forgiving mechanics of older pieces of content.
The easier mechanics are probably because of the player base. While we are adept at coming up with more effective rotations than the devs intended, many of us aren't so good at handling fight mechanics and are quick to cry for nerfs. Best to release somewhat gimped content than to release it at full power and then have to go back in and nerf it later.Dungeon team has to be fired. Seriously, if you don`t take into account graphic models and enviroments, we haven`t had a new dungeon since 2.0...
trash, trash, (optional third trash pull), boss, trash, trash, (optional trash pull), boss, trash, trash, (optional trash pull), final boss.
(the same but larger for raids)
And bosses mechanics are basically simplified forgiving mechanics of older pieces of content.
Also when it comes to linear dungeons, I run Dzamel Darkhold often and hardly see groups take the non linear paths; People aren't using opening the doors to the side rooms and the only reason a group takes on the mobs at the bottom of the cliff is when someone falls off of it. The devs probably looked at the data to see how many players got acheivements for exploring all dungeon sections and then decided to build them accordingly.


It isn`t really about linear vs open content or really hard mechanics. You could have this exact same difficulty and linearity in a more fun pattern. A example.The easier mechanics are probably because of the player base. While we are adept at coming up with more effective rotations than the devs intended, many of us aren't so good at handling fight mechanics and are quick to cry for nerfs. Best to release somewhat gimped content than to release it at full power and then have to go back in and nerf it later.
Also when it comes to linear dungeons, I run Dzamel Darkhold often and hardly see groups take the non linear paths; People aren't using opening the doors to the side rooms and the only reason a group takes on the mobs at the bottom of the cliff is when someone falls off of it. The devs probably looked at the data to see how many players got acheivements for exploring all dungeon sections and then decided to build them accordingly.
Instead of doing 3 trash pulls from boss A to B, have an NPC opening a door while you have to defend it from 3 hordes of coming enemies.
Is exactly the same 3 trash pulls. Its the same "linearity" and the difficulty is exactly the same. A good example of this was Amdapor Keep HM last trash pulls from boss 2 to final boss. It was a DPS check and instead of just runing collecting mobs along a long pathway, you had to beat em in a horde mode. That could be repeated in several other ways.
Adding more diverse challenges than just trash mobs to kill. Dungeon sections where you interact more with the enviroment than just killing trash. Damn, we have jumping, why there isn`t jumping puzzles and jumping detection mechanics.
The potential for diverse, fun and easy content is there, you could have it all if you wanted, is just about developers getting out their lazy comfort zone of making structured dungeons.
Trash 1, Trash 2, Trash 3, Boss A, Trash 1, Trash 2, Trash 3, Boss B,...
Damn, Tam-tara might be one of the most inventive dungeons since it doesn`t have 3 bosses but barriers and one final boss. If asking for this changes is "disregarded" because it might be too difficult for the playerbase, developers are literally insulting said playerbase.
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