I really want the dungeons I run constantly for 3 months to take even longer. That sounds like a lot of fun.
Adding real expert dungeons, yes, please. Making our current tome farm 'expert' dungeons actually expert, please god no.
I really want the dungeons I run constantly for 3 months to take even longer. That sounds like a lot of fun.
Adding real expert dungeons, yes, please. Making our current tome farm 'expert' dungeons actually expert, please god no.
Had a player with a savage ring on not know the medallion phase, thought you went to the opposite above your head. So saying "do savage" doesn't really mean anything especially with how easy people have blown through it this tier.
Well, one of the things is the dungeons are tuned so "average" players can clear it at the minimum ilvl required which for the new dungeons is 210. There's a huge difference between any player at 210 and one at 250+ not even bringing skilled players into account. The only way to make it "more challenging" (not really) while making pretty much all players able to play is enforce a strict ilvl sync. What would you rather have, super fast runs at 250+ ilvl or be stuck at 210 and have it take forever?
Except, you know, satisfaction and enjoyment?
By denying those as motivation for improvement, you imply that improving and playing at a higher level is strictly less enjoyable than playing at a lower one, because people would strive for or at least be indifferent about improving if it was any other way. To me, that seems like a design issue with the jobs and perhaps the combat system as such. In SE's words:"It's not fun, you're doing it wrong."
Well, duh, of course Liquid Flame is easy. It's mostly mechanics from Living Liquid, and you know how that one works.
Like others said, you have to take in mind this is meant to be content for a broad audience to complete, so they have to lower the bar. Imagine if the average ex dr run on duty finder ended like the average month 1 WC run. Then tell me if the 20th time you run it would still be as enjoyable. If you want more challenging content there is other stuff for you to do, like raiding or the new PotD floors. If you still want to challenge yourself in these dungeons then don't think solely about "did I clear it or not", try "how fast can I clear it?"
Naoki Yoshida:
Source: http://forum.square-enix.com/ffxiv/threads/113554 at 1:14:22...Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
They should make Expert dungeons harder but give people the option of choosing easier enemies (lower hp/less damage) and bosses with no mechanics. The only downside would be a big pink bow over your head until daily reset.![]()
Except there is no satisfaction or enjoyment in something that isn't an obstacle. I remember back in 3.0 at how positively the vault was recieved, and I'll give you a hint, it wasn't because it was easy. The weeping city of mhach had a similar reaction, with people even petitioning for the devs to listen to the positive feedback about difficulty. Dungeons don't need to be brutal and punishing, but they need to at least be an activity that doesn't allow idling or ignoring entire mechanics in order to complete it easily.
Note to everyone: At NA fanfest 2016, dungeons were mentioned as something that will be worked on in 4.0 to be made more interesting, as the devs are aware that they are stale (whether that means difficulty, we shall see)
That's irrelevant to what my point is, my point is that if you really want a challenge, go do Savage. Expert roulette dungeons are there for the basic rotations/DPS, not for you to be 'challenged' to the bleeding edge of your class's damage/defense/healing. Also, pretty certain Liquid Flame has more mechanics than any boss of Void Ark, that's where it was overly easy...
Last edited by ErryK; 11-16-2016 at 06:09 AM.
Hell, I barely have to heal the tank during Gubals...Actually, when I ran with a PLD
the other day, all I did was Medica II us, and pop regen on him had SS on us and I never had to heal again.
Gubal has a lot of mechs in bosses you don't even need to heal. The mobs before the last boss
are more threatening. The little Vivi things. Damn shame really lol.
You can pass certain phases if everyone goes all out too. We need pre-nerf WP and SP again like dungeons.
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