Do those 30 dungeons solo with level-synch and they are not clearable. Do them solo without level-synch and they are too easy.I guess my only problem with that is, don't we already have like 30 dungeons that fill the same purpose? Even as low as lvl 17, there are like 3-4 dungeons you can do with low level friends already. Endgame is really lacking in FF14, hardcore or notThis COULD have been something to fill in some more medium difficulty content like people have been asking for, but it's not.
Deep Dungeon difficulty is where it have to be for solo challenges.
Indeed.
Stand by for incoming accusations of white knighting for SE...
Last edited by Kosmos992k; 07-20-2016 at 05:37 AM.
A bit off-topic, but I'm hoping that the Diadem revamp currently in the works places a lot more focus on gathering/fishing/exploring/interacting with the environment instead of just mindlessly zerging trash mobs.The thing is, this is not what they asked for. This content is, when you get down to it, just killing mobs over and over, like every other dungeon / raid in the game. Nyzul Isle was content that had varying objectives where the focus was getting to the next floor which did not always entail combat as the primary focus. People were asking for something like that to break up the monotony of XIV's singular objective of "combat, combat, combat" in content. They gave us Nyzul Isle in "combat, combat, combat" fashion without the objectives that made it interesting. So if you think this is exactly what people were asking for, you'd be wrong on that.
100% agreed. It had all kinds of potential but ended up being the most basic kind of content in the end.
I think the Deep Dungeon is okay.
It's not revolutionary but it didn't flop as much as Diadem, so it gets a "Meh" from me. :B
In my head I've planned out this whole big thing basically making use of every job in the game...from DRGs using Jump at certain locations to scare rare mobs down from trees, to weavers crafting a rare type of spiderweb that slows an enemy that would otherwise attack as quickly and powerfully as the T2 boss when you disable the Quaratine node, to MCHs/WHMs punting a trash mob off an edge to act as bait for a powerful flying monster to head your way...that kind of thing.
I guess those things are still tied to "battle content" in the end, but I feel like being able to use tradecrafts and job skills in unexpected ways might have done a lot for preserving the player interest in the content. ESPECIALLY if the game didn't provide you with yellow map circles or big sparkly key item points on the ground showing you where/how to do those things, and if they were random each time.
Sorry, tangent. ^^;; I'll stop now.
I haven't done it with a party yet so i don't know how easy it is in a group though peeps doing it in a group are much further in than me. But Solo it's pretty challenging, quite a few instant KO situations in there. I can agree a little bit more variety couldn't hurt and i'm all for that so long as they don't nerf the difficulty.
Just cleared floor 50. The most scary part is triggering monster traps (suddenly the entire room can be filled with monsters which is really bad if you cannot use items). Mines are also really bad if you have melees and tanks. Floor 41-50 felt like how floor 1-10 should have been.
Don't know any other dungeons you can level solo.I guess my only problem with that is, don't we already have like 30 dungeons that fill the same purpose? Even as low as lvl 17, there are like 3-4 dungeons you can do with low level friends already. Endgame is really lacking in FF14, hardcore or notThis COULD have been something to fill in some more medium difficulty content like people have been asking for, but it's not.
Solo or 4 DPS makes it very fun/challenging from 20+, especially when you step on those room fill or explosion traps & it goes from 0-100 real quick.
Actually I get kinda sad when I see we have a healer![]()
http://na.finalfantasyxiv.com/lodestone/character/12116351/
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