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  1. #1
    Player
    Pence's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    1,455
    Character
    Bravo Whiskey
    World
    Ravana
    Main Class
    Arcanist Lv 90

    1.0 Cutters and Vale

    During 1.0 I was stoked when CC/AV were added. They were actually really fun, and relied on tactics, coordination and team work. Flash-forward to 2.0 and they're a massive disappointment. We planned 'raid days' around running these dungeons and I never felt bored.

    Did you like these dungeons? Splitting the party, discussing how may stacks the heals can handle, risking that extra pull, stacking Fire Monks to annihilate the final boss and separating the ranged from melee, the 'Sweet spot' for cyclops.......
    (0)

  2. #2
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    I don't think anyone could handle them today.
    (0)

  3. #3
    Player
    Pence's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    1,455
    Character
    Bravo Whiskey
    World
    Ravana
    Main Class
    Arcanist Lv 90
    Hmmm. I'm not really referring to the difficulty - but the....hmmm....I guess.....'less than standard' dungeon setup? If you know what I mean? They had interesting dungeon mechanics.
    (0)

  4. #4
    Player
    Renius's Avatar
    Join Date
    Jun 2014
    Location
    New Gridania
    Posts
    269
    Character
    Atticus Max
    World
    Coeurl
    Main Class
    Archer Lv 70
    Cutters was great but Vale sucked since it was so hard to find a party that could figure out the mechanics without quitting. But you are right the old dungeons were a lot of fun and they did take a long time to clear was fun in itself.
    (0)

  5. #5
    Player
    Darkstride's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,614
    Character
    Ruin Darkstride
    World
    Excalibur
    Main Class
    Sage Lv 100
    I liked Toto Rak better in 1.0 also with multiple boss paths.
    (0)

  6. #6
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Pence View Post
    Hmmm. I'm not really referring to the difficulty - but the....hmmm....I guess.....'less than standard' dungeon setup? If you know what I mean? They had interesting dungeon mechanics.
    I think that in itself could be the problem with the players of today. People just want to speed run everything and puzzles and mechanics get in the way of that. Even some of the 2.0 dungeons had some puzzle elements that were incredibly easy to solve, but people saw them as a waste of time, which is why we don't have them anymore.
    (0)

  7. #7
    Player
    Mysteltain's Avatar
    Join Date
    Aug 2013
    Posts
    847
    Character
    Robin Icebrand
    World
    Midgardsormr
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by MilesSaintboroguh View Post
    I think that in itself could be the problem with the players of today. People just want to speed run everything and puzzles and mechanics get in the way of that. Even some of the 2.0 dungeons had some puzzle elements that were incredibly easy to solve, but people saw them as a waste of time, which is why we don't have them anymore.
    I know it's not the same, but I just discovered that ALL of the enemies in the first stretch of Sastasha are either sound-based (bats and aurelias), or have a narrow field of vision (crabs and fireflies). If you only walk passed them, and be careful to not walk over their position ring, you will never aggro them. It makes speed running it for gear/glamour much less bothersome. So I agree that it would be cool if all dungeons had a sort of secondary mechanic for getting passed mobs, like WP originally did and Qarn HM sort of does after the first boss (hugging the outer wall lets you skip the group immediately following the boss), or interacting with the environment in interesting ways.
    (0)