I don't think regular dungeons are meant to have hard or even that challenging, that what raiding/EX primals are for.
I don't think regular dungeons are meant to have hard or even that challenging, that what raiding/EX primals are for.
Once upon a time they were, otherwise Titan HM would not have been a thing.
I think the problem is creating a dungeon that is hard and challenging without it also being punishing. A lot more people would be happy with hard dungeons as long as they are not considered punishing. Not sure how to strike that balance though.
Yeah...but....OK, get the GC rank, and then come back later to satisfy the itch of a level 47 dungeon that remains unbeaten - since completing it unsync'd is not really beating the dungeon, merely completing it.Hey, I'm all for a bracing level synced AV every now and then to clear out the pipes, but if someone's spent this long into the game refusing to do it once and missing out on all the perks that come with GC 2LT, well... best to just unsync and get it over with, like ripping off a Band-Aid
Last edited by Kosmos992k; 10-05-2016 at 04:25 AM.
try it in ilvl 80 gear. It was both hard and unforgiving...well, it was unforgiving if your tank didn't stop tummult in phase 3, and if your group didn't know to stack correctly, or how to follow the sequence of bombs...
I did do titan HM and titan EX when it was new and relevant content.




A good example of this I'd say are Brayflox and Stone Vigil. Neither are punishing, but when you're leveling, they are both an alert check. For whatever reason, the 60 dungeons have all seemed to lack any sort of difficulty.Once upon a time they were, otherwise Titan HM would not have been a thing.
I think the problem is creating a dungeon that is hard and challenging without it also being punishing. A lot more people would be happy with hard dungeons as long as they are not considered punishing. Not sure how to strike that balance though.
This is something I've hated the devs started doing: gating pulls because they don't veteran tanks to pull the whole room. It feels artificial and makes the whole dungeon tedious. Antitower was particularly bad about it, though Hullbreaker Hard isn't much better. Either make trash mobs hit hard enough so massive pulls because incredibly risky or let us speed things up.I would really appreciate dungeons that are harder, they're a snoozefest even on your second time through. I don't want Aurum Vale, not because of the difficulty, but because it's tedious. I want oldschool AK demon wall type shit back.
Oh and making speed runs a thing again, I miss those to some extent.
Last edited by Bourne_Endeavor; 10-05-2016 at 08:33 AM.
Now I've seen it all, someone complaining about trash pulls. Arbitrarily raising the HP of trash to artificially extend the time you spend in the dungeon a fun game does not make.
I think the new dungeons are great. The meat of the dungeons is in the bosses and the boss mechanics, Great Googly Moogly stands out in particular especially the second and third bosses. They are a little more cerebral than just dodging aoes. Always fun seeing a new player get imped and flail around panicking.


You're asking for a item lvl 210 dungeon to be hard for item level 240-250 people.
Please acquire common sense.
Yeah Gubal and Xelph are both incredibly easy, it's the same as AntiTower and Lost City (hard). I don't understand why the tuning for these dungeons is done to this level of easy.
What gets me is Yoshi's interview before, where he said things like
The adjustments to the 2 new dungeons are already complete (note: this interview took place before TGS). Since the item levels are being refreshed, it may feel harder than the 3.3 dungeons at first. With the 3.3 dungeons, they were released when the item levels of players were already high, so it felt easier from the get go, but this time you'll be challenging it with a low item level and of course you'll be able to clear it, but we made it so you start to get what's going on as you go, and the clear times become faster and faster as your item level goes up. Please take careful steps on your first visit and go full-out.Quite literally, someone can mass pull and I can just afk and let Eos heal it.Q. Is it risky to pull them all at the beginning?
A. I think it'll be dangerous (laughs) I'd prefer tanks to advance carefully.
Last edited by Kaurie; 10-05-2016 at 04:40 AM.
Please, no. Give the enemies interesting attacks, sure. But don't just beef them up with HP and damage.
Their lack of any interesting attacks is what makes them a pushover once you've geared up.
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