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  1. #41
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Alysanne View Post
    No, and if I had my way we would get rid of item level sync all together.

    I'm tired of progressing in my gear just to keep having my legs cut out from under me. Isn't the whole point of better gear to smash through things easier than before? If everything is item level sync what is even the point of different gear? We can just have everyone wear one item called "gear" and the stats change with every dungeon because we can't have too good of gear after all.
    While overlooking critical points, this is a very valid criticism to the skewed approach of ilvl syncing for the sake of difficulty. As one of those early adopters of the "PULL ALL TEH THINGZ!" crowd from playing a Prot Paladin in WoW during the beginning era of AoE speed runs, I can't help but be critical of the idea of overlooking the satisfaction of getting better gear and using it as intended. I despise the fact that speed runs have become an expectation, rather than something you earn.

    I'm sure I'm among the few that see it that way, but that's old school talk right there. More about the journey than simply reaching the end/reward immediately.

    Quote Originally Posted by Fyce View Post
    Trash mobs are trash mobs. Being able to pull only one group at a time or more makes no difference, they're still trash mobs with very little mechanics and interactivity.
    There's absolutly no point in putting gear checks on trash mobs besides artificially increasing the time a group spend in dungeon.
    I'm going to assume this is aimed specifically at how XIV goes about using trash mobs, of which I agree. There's a good amount to say on the matter if it's a statement on trash mobs in general though, regardless of game or how it's developed.
    (3)

  2. #42
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,385
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Well the beginning of xephatol should do big pulls, the rock falls put vulnerability up on the mobs. So they should die quick. And xephatol was story. However I think the devs excuse is that dungeons are catch up content
    (0)

  3. #43
    Player
    FinaSel's Avatar
    Join Date
    Feb 2016
    Posts
    646
    Character
    Fina Sela'dor
    World
    Carbuncle
    Main Class
    Ninja Lv 70
    One of the things that worries me the most, which I hinted at in the original post, is this:

    If these dungeons are extremely easy at IL 250 or even below, what will they be like when everyone has 260 or 270 IL?

    Already they were very easy and pulling large groups is done and bosses fall down so fast. Last night, in Gubal Hard, the last boss did the earthquake attack once, summoned behemoth, did the tornado attack and imp attack once. And it tried to do a 2nd earthquake attack, but we killed it before it could.

    This is a HUGE difference from when we fought it just last week in IL 240 gear. At that time, the boss fight took at least twice as long. If not 3 times as long.


    The IL jump is just 10 points, yet the fight time decreased dramatically. This seems disproportionate. How short will the fights be in IL 260 and 270 gear?
    And how about Hullbreak and Antitower?

    I did Antitower last night and the last boss never even got the 2nd Brace.

    The gear levels and dungeon difficulties seem to be incongruous.
    (0)

  4. #44
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Beskar View Post
    Alright, lets have another Pharos Sirius, Aurum Vale or Steps of Faith..Oh wait.. People complained after they a few people said we want harder dungeons. Well we got them, then they got nerfed as people complained. This community does not know what it wants and I hope Square Enix designs content and sets the difficulty they want unless something is horrendously overtuned.
    Well, I've personally never experienced any of those 3 as hard, but I accept that maybe they were hard to some people at some time. That said, all three of those dungeons/trial are horrible >.> So boring.

    I'd be happy with the level of difficulty of Keeper of the Lake. It was fairly fun, and it definitely required a few wipes on launch day to learn the fights. I haven't really felt a new expert roulette dungeon on the same level of difficulty since (and no I don't think Keeper of the Lake is difficult, just more difficult than current content).

    Quote Originally Posted by FinaSel View Post
    This is a HUGE difference from when we fought it just last week in IL 240 gear. At that time, the boss fight took at least twice as long. If not 3 times as long.
    Is this run with the same people both times? That seems really unlikely. My DPS has definitely not doubled over time, and the mechanics hardly call for a push phase to save a minute.
    (2)
    Last edited by Kaurie; 10-05-2016 at 12:25 PM.

  5. #45
    Player
    Lunaxia's Avatar
    Join Date
    Jul 2015
    Posts
    1,220
    Character
    Ashe Sinclair
    World
    Phoenix
    Main Class
    Thaumaturge Lv 60
    I'm happy the new dungeons run quickly, to be honest, especially as a healer. Dungeons like Antitower, where you're forced to contend with wave after wave of small mobs just to stagger the time in there, drove me insane. No matter how meticulouly a dungeon is planned and set out, after running it every day for weeks on end, you will get sick of it, and I'm glad we can burn through them if we are able and choose to do so.
    (0)

  6. #46
    Player
    FinaSel's Avatar
    Join Date
    Feb 2016
    Posts
    646
    Character
    Fina Sela'dor
    World
    Carbuncle
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Kaurie View Post
    Is this run with the same people both times? That seems really unlikely. My DPS has definitely not doubled over time, and the mechanics hardly call for a push phase to save a minute.
    No, not with the same people.
    I wonder how different it would be if the people were the same.

    Perhaps the problem was the players and not the IL?

    Nevertheless, I am concerned about the quality of the dungeons once we all have 260 + gear.
    (0)

  7. #47
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Why would you want item level sync? It makes "gearing up" do nothing whatsoever except for doing Creator. That's like...half the content. Please god do not add level sync to new dungeons.


    Hullbreaker & Sohr were actually somewhat hard on release...well I mean enemies hit harder & some of the bosses were actually punishing. It is weird going into the new dungeons in 240 & beating it in 15 minutes or less when usually you'd gear up a bunch before it'd be that fast.
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  8. #48
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    The problem with difficulty of the dungeons is the difference between the Min item level to enter the dungeon and the average item level most people have. My first time of Gubal hard was 20 min with 3 friends, all around 235 to 240 and we weren't maximizing damage output reading all books and some semiwipes on the last boss. This dungeons are tuned for item level 210 (requirement for entering) to 225 (drops in the dungeons) every party with higher item level will be faster and with knowledge of fights, where to bigpull and maximizing damage output the dungeons will fall in less then 15 minutes...all by to low requirements for entering and to low scaling of dropping gear in compare with the average gear most players have. (Just at a sidenote, this dungeons are the first in Heavensward since the first experts in 3.0, you can enter only equiped with gear from the previouse dungeons...)
    (0)
    Last edited by Legion88; 10-05-2016 at 06:33 PM.

  9. #49
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    I think what has happened is that most, if not all, content were planned (not designed) back even before 2.0 was released. I'm talking about an outline plan here & how they fit into the narrative. When 3.0 was being made these dungeons were under construction & things like ilevels were set. However, they didn't have the benefit of knowing just how the player base would take to the new actions etc that came with 3.0.

    The result is that dungeons & other content that really would have been ideally released as part of 3.0 are being released "too late" in the cycle. Look at the gear we're getting from the Expert Dungeons - it's i225 which should have been part of 3.25 or earlier & as a result 'difficult' to complete. The tuning of gear levels seems, to be, to be all out if kilter since 3.0 dropped. Just look at 3.4 where the leap is effectively 30 ilevels whereas 3.2 to 3.3 was 10 (if you disregard Savage content).

    4.0 needs to sort this out as it's the next chance to get it right.
    (1)

  10. #50
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Derio View Post
    Well the beginning of xephatol should do big pulls, the rock falls put vulnerability up on the mobs. So they should die quick. And xephatol was story. However I think the devs excuse is that dungeons are catch up content
    Except they aren't, really. Dungeons have become so laughably easy, you can easily use vastly dated gear, still meet the ilvl and have no issue. Once you get some lore, you get fast tracked to ilvl 230 and never have to worry about it again. I get they want the barrier for entry low because of new players, but the incentive for veteran players to keep running dungeons takes a huge dive when a wet noodle puts up a better fight.
    (0)

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