The Library is one of my favorite, if not my favorite, HW dungeons. I'm curious to see the new mechanics they implement for the first boss. That fight is already super fun on Normal mode. <3
The Library is one of my favorite, if not my favorite, HW dungeons. I'm curious to see the new mechanics they implement for the first boss. That fight is already super fun on Normal mode. <3
I want savage level content with 4-man teams like our dungeons. I can (usually) do everything right in Ex trials and savage, but if 1 out of the 7 others fail, we all fail. That's where the difficulty comes from for me, not the mechanics or the strategies, just hoping other players remember everything. If it was reduced to just 4 players, the chances of that seem lot less likely and you would clearly be able to see where we failed as a group. This is what I hope PotD will bring with the new levels.
Well, if that's the case, then let's ask for Dungeon Extreme Mode. Turn that sumbitch up to 11! Sastasha EX, Haukke Manor EX, Wanderers Palace EX, etc. I can get behind that. Keep adding HM, but maybe start adding EX as well.
Might be worth asking they where floating an idea for a savage tower type raid
Your point? By the way, "should have". That being said:
I want to agree with this, as I think challenge should make players think and improve rather than just smash random buttons. But the practice is different, as Yeol pointed out. As soon as we are presented with a little bit of brainfeed, the majority will either quit straight away or just expect to be carried without adding to the team. And then we will see on the forums cries to nerf it.I understand what you are asking for. Making something too easy will not make players get better at their jobs or learn faster. A little challenge will do that. This could even stop people from going lazy mood during dungeon runs. But then again, we have some hard dungeons like Aurum Vale which many people seem to leave duty as soon as they enter it. You don't want that to happen with new dungeons do you?
As others said, leave the daily stuff designed for average human IQ, enjoyable enough to not fall asleep, and use the extreme raids/trials for this extra bit of challenge you long for.
I certainly don't want to enter expert every day with a frog in my throat asking mysef if I will even complete it today. Coming home from a stressful day at work, I'd like to enjoy myself playing, not throw the table in dispair.
I remember doing Amdapor Keep and Pharos Sirius before they got hit with the nerf bat. Those two dungeons were my expectations of the difficulty the dungeons in an Expert Roulette should have. It's a right shame that they got nerfed because people don't know how to play the game properly. If we want more challenging content, then there should be more in-game ways to incentivize players to get better.
I asked SE for optional difficulty settings of dungeons in another topic for challenges. Current default difficulty of dungeons are like you can drop your notebook on the floor and randomly jump on keyboard and you will still clear it.
Yoshida Is always saying that he cannot please all with difficutly settings. So why not to introduce something like Diablo 3 GR and WoW Mythic+ has. And it is ladies and getlemans: ADJUSTABLE DIFFICULTY. So everybody can choose which fits his gameplay. More difficulty = more rewards, or just some little recognition like achievements, glamours or in game tables with best teams of dungeon clearers? Doesnt matter. Just bring us something to challenge.
Last edited by LunnaRavenheart; 09-10-2016 at 12:06 AM.
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