Yes, there can be a lot of different ideas and dungeons can be really different instead of the current- just mindless stupid corridorsI would like dungeons that confuse you. Antitower could of been fantastic if they changed our camera so we were actually upside down.
Even changing the controls completely like a mirror dungeon up is down left is right. I would like to see mobs actually buff up each other, fine grab a big pull but they have put on AOE balance/protect/stoneskin.
I am not bothered how long a dungeon takes, as long as the rewards are worth it and it's actually fun. Only reason we speed run is because prior to the boss it's a snoozefest.
They wouldn't be able to mess with camera that way due to too many people complaing of motion sickness or some crap. Some people can get physically disoriented when you start doing that in games.I would like dungeons that confuse you. Antitower could of been fantastic if they changed our camera so we were actually upside down.
Even changing the controls completely like a mirror dungeon up is down left is right. I would like to see mobs actually buff up each other, fine grab a big pull but they have put on AOE balance/protect/stoneskin.
I am not bothered how long a dungeon takes, as long as the rewards are worth it and it's actually fun. Only reason we speed run is because prior to the boss it's a snoozefest.
I'm not saying that they're fine. I'm just saying that you have only yourself and similar commentators to blame when the "new" ends up even less to your liking because you fail to specify much of a direction just because it's "not your job".
Specifics may meet more criticism, but at least they can therefore progress towards something usable; even if taken with a grain of salt, they better capture an aim than simply gesturing ambiguously.
I would like to see mechanics on bosses actually mean something, even if you're overgearing the content. The bosses in Aurum are good examples of this, where if you know the mechanics and play accordingly, they're relatively easy, but if you ignore the mechanics, or mess them up, the bosses becomes a nightmare.
It's things like that, that I would like very much to see more of in future 4-man dungeons. They could even do something more interesting with the trash, maybe having it so that if you pull carefully, you can skip some groups, but if you mess up the pull you'll get overrun by them?
Not saying your wrong, i think the community should help out and give SE ideas of whatto make. But people have actually been posting in the this dungeon thread for a few years now about the lack of creativity in the dungeon structure. since its been 3 bosses with trash mobs between them forever now.I'm not saying that they're fine. I'm just saying that you have only yourself and similar commentators to blame when the "new" ends up even less to your liking because you fail to specify much of a direction just because it's "not your job".
Specifics may meet more criticism, but at least they can therefore progress towards something usable; even if taken with a grain of salt, they better capture an aim than simply gesturing ambiguously.
Here is one i made last year: http://forum.square-enix.com/ffxiv/t...ngeon-Ideas%21
If you look throughout the dungeon forum, there is a lot more threads about people complaining about this same issue and lots more of people offering up ideas.
First of all, the level sync is either not working correctly, or it just downsyncs to top-end raidlevel gear of the approriate level. Everything is faceroll even when synced.
So, in order to make things interesting, you d have to create a dungeon which isnt easily beaten by DPS + least amount of necessary heal/tank. Demon Wall in old AK was a great idea, but it held up a lot of casual players for days, even weeks, while sitting in the way of lots of progress - that is something you cannot really do anymore at this point.
Realistically, the current system works well. If they d just dare to push the difficulty of boss fights a little higher, and add mechanics to trash pulls you actually have to deal with (think Morbol Breath), we d be getting somewhere.
If we get 2 new dungeons each patch, you also have to keep in mind that if they make one dungeon comfortable farming, and the other new and different - that means a large part of the community is likely going to just farm one dungeon for 3-4 months. Remember Pharos Sirius. I know 2 guild members of mine back then almost quit over it, because they hated its length and difficulty, wipes after 30 minutes and no rewards, and so on.
Personally, I believe HW went a little too easy after they released Alex Savage and considered it too hard. There was a noticable reduction in difficulty ever since.
I was thinking a different amount of bosses in a dungeon for a change...
Like there could be only 1 boss but it keeps reanimating and chasing you, like that robot near the start of FF VIII. That sort of idea made into a dungeon.
Or the complete opposite: a higher number of bosses or mini bosses in a dungeon with little or no "trash" mobs between them.
Trials could have more variation too. It seems like they always go warm up > adds phase > final phase. Maybe they should do some things with no adds intermission, just continuous boss. It could have multiple body parts to hit like the 5-headed dragon.
yeah, a large amount of duties just do that, which is massively higher than the minimum item level.or it just downsyncs to top-end raidlevel gear of the approriate level
I'm trying to figure out what the point would be...
Why would the bad guy have only himself and boss mobs in the dungeon rather than a ton of minions to stop people?
Short answer is... he wouldn't.
He'd throw an army in the way to stop you from getting to him. While I'm sure there's some bad guys who would have a lair where there's a bunch of deadly traps or random teleports to various locations into a Dragons lair for example, but for the most part, they're going to throw their army of minions at you...
So its not like that mechanic is going to change much.
Besides... if some people are having a ton of trouble getting through the current mechanics
I would like more dungeons going vertical in either direction.
Not sure if it is just that the Dev team is burnt out, or if the tendancy of players to make a straight path to the final boss made them figure 'why bother', but I do feel like they used to try and make each dungeon a bit unique (and I still enjoy doing 50 / leveling roulette for this very reason; even tanking Aurum Vale) but somewhere around the later 2.X patches the dungeons started, and have now fully become, copy-paste with a different wallpaper. I am hoping we see a bit more variety in Stormblood (e.g. changing paths, random sub-bosses, optional 'hard' rooms that give bonus rewards if cleared, etc.), as I'm not sure I can do another 2 years of redundant before they are even released aoe pull tomestone grind 'expert' dungeons.
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