Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 31
  1. #21
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,404
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by SessionZero View Post
    Casual players get gear aimed at casual content and hardcore players get better gear aimed at more hardcore content.
    The problem here is what do you define as casual content and what do you define as hardcore content in a game like this where we all have to do the same content to progress? EQII did this and it turned into the solo content and gear was for the casuals and everything else, even just basic dungeons, started to be balanced toward the more hardcore because the content wasn't challenging enough. There was even one expansion that was too hard for the solo fanbase when it first came out because it had been balanced toward hardcore gear in the beta. That got updated, but it was unpleasant just trying to complete the solo content in open zones when it first launched. If you're going to say the MSQ here should be balanced around more hardcore gear, then you lock the casual fanbase out of MSQ progression.
    (0)

  2. #22
    Player
    Deliciou5's Avatar
    Join Date
    Mar 2012
    Posts
    196
    Character
    Mortis Deus
    World
    Malboro
    Main Class
    Conjurer Lv 80
    There certainly needs to be more mid-core content, if SE did something like revamp all old 50/60 dungeons so that the monsters were harder with not as many aoe indicators, like doing a extreme version of a primal fight etc. and had a few new mechanics for the bosses, i think they could easily make all the old dungeons into something special and fun to get a weekly reward on...something you do every week, but not spam grind it all week since it will still be fairly challenging and no one wants to grind challenging content all week. It will be like doing 24 man raid once a week.

    It wouldn't be hard to revamp older dungeons, the assets are already there and i am sure players would look at these dungeons a lot differently if you weren't freaking over-leveled for a EXPERT LEVEL DUNGEON on RELEASE DAY making it push over easy for most parties never truly getting to appreciate the dungeon for what is...it ends up as just another boring grind instead of being fairly daunting challenge. Also they should make the rewards for these dungeons only accessible through a roulette or something to prevent players from just spamming the easiest one over and over.
    (0)
    Last edited by Deliciou5; 09-26-2016 at 05:09 PM.

  3. #23
    Player
    Lunavi's Avatar
    Join Date
    Sep 2013
    Location
    Sweden
    Posts
    834
    Character
    Luna Nattvind
    World
    Omega
    Main Class
    Black Mage Lv 80
    I agree, a certain other MMORPG has implemented a system like that, and it almost made me go back to it, almost... It is something SE should really look into as it creates potential to create relevant content for when only 4 people in FC is on. Maybe 51-200 palace can fulfill that need, but it would really need to drop relevant gear for that to truly happen.
    (0)
    Learn, explore, and think for yourself. Make your choices, take actions, and let yourself be free.

  4. #24
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Removing the big red circle on the ground would make any new released dongeon much harder since no one would dodge anything.
    (0)

  5. #25
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    I think you already have the power to make content more challenging if you wish without any changes being made - simply get a group, and go in using minimal gear, or just take 2 people into a dungeon, or choose an unlikely group of classes/jobs to do certain content - and if you think POTD is joke easy, go do it solo.
    (1)

  6. #26
    Player
    Deliciou5's Avatar
    Join Date
    Mar 2012
    Posts
    196
    Character
    Mortis Deus
    World
    Malboro
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Sylvain View Post
    Removing the big red circle on the ground would make any new released dongeon much harder since no one would dodge anything.
    Mostly referring to the bosses, having too watch their animations/cast bars more than the aoes on the ground.
    (0)

  7. #27
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,780
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by LunnaRavenheart View Post
    Realese of Potd proven that traps are jokes and Potd is joke in matter of difficulty.
    Also NO to your tomes, i dont need tomes, i need challenge.
    Try it again with 4 DPS on a no-regen floor and see if you don't care about having one person scout ahead to clear traps.

    And why shouldn't the reward be proportionate to the difficulty?

    And if number tuning is a good enough start, why not just allow players to run minimum ilvl and undermanned parties (to a cap of player choice) even via duty finder and receive bonus rewards based proportionately on the difference between their highest ilvl job and the minimum ilvl used for the instance, to a cap or following whatever non-linear exchange rate people would find balanced for time (including effort) vs. reward (including fun), or split the empty slots' share (+ a small further bonus), respectively?

    Personally, I'm just hoping for means to make challenging versions of various dungeons relevant again, instead of being limited to two dungeons per patch.
    (0)
    Last edited by Shurrikhan; 10-02-2016 at 02:24 PM.

  8. #28
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    The new dungeons this patch, at least in terms of dungeon design is great, the difficulty well, there is none really. They really should make away with the "Hard Mode" naming also, lol
    Procedural generated stuff would be a way to go, POTD uses this (somewhat) but could be great to have varied enemies every time you go in.


    Ok that is just my opinion anyhow, that is totally fine if some do not agree with me
    (0)

  9. #29
    Player
    LunnaRavenheart's Avatar
    Join Date
    Jan 2014
    Posts
    146
    Character
    Lunna Ravenheart
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Maero View Post
    The new dungeons this patch, at least in terms of dungeon design is great, the difficulty well, there is none really. They really should make away with the "Hard Mode" naming also, lol
    Procedural generated stuff would be a way to go, POTD uses this (somewhat) but could be great to have varied enemies every time you go in.


    Ok that is just my opinion anyhow, that is totally fine if some do not agree with me
    I am fine with any opinion I just not understand how can newly realesed dungeons can be considered as good difficulty. Atleast not good for everyone i think. I think its just same as old with new graphic. Nothing changed at all. Thats why I asked for option to be able to choose difficulty according of prefference.
    (0)

  10. #30
    Player
    Viridiana_Sovari's Avatar
    Join Date
    Oct 2013
    Posts
    65
    Character
    Veroth Ursuul
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Nekotee View Post
    You need challenge go have a test of savage
    But now Savage is dumbed down. The reason is there isn't enough stuff to ease people into harder fights. You used to get either get face roll easy, or actual quality challenges. Now you get face roll easy, or kind of a challenge. Adding higher difficulties for dungeons wouldn't take too much money. The art assets are the same, and you would simply add maybe a couple mechanics. It would go a long way to smooth out the progression of difficulty of the game to help teach players their jobs. Which would make it so they didn't have to neuter savage.
    (0)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast

Tags for this Thread