Words to live by.Expecting everybody to play the game the way you do is not a way to foster a pleasant experience for anybody.
New flair is the dungeons themselves. Not to mention the new assests that were used and the new bosses that were featured. Not every dungeon is going to be a ground breaking innovation, but to say that they don't provide anything new to the game is plain wrong.
It also appears that you can't read my whole posts as you seem to enjoy just finishing half my posts. HW had less content that ARR. SB looks to have even less at the moment. There's nothing false in that statement unless they post a roadmap.
Yes, but are you also assuming that Heavensward dungeons are just all copies of Coil?
for some (not all, admittedly) classes, I actually find potd quite useful for getting used to lv60 rotations before I get there. It's near-impossible to maintain enochian and botd in potd due to the low hp, staggered nature of mobs in there, but ninja for example I've been able to get quite used to the vast majority of the lv60 toolkit whilst starting at a piddling lv31.Your subjective opinion is basically based on the fact that you want to grind without paying attention. That's it. How is that ever a good game mechanic? Not only that, but it promotes bad behavior by making it easier for people to level classes, but not actually learn them.
People not learning classes because they level in potd are lazy, it's not potd's fault they can't be bothered to read tooltips. dragging out the levelling process just means you'll see that icemage that still switchees between astral and umbral by hardcasting fire1 in the dungeon 3 times over, instead of 1.
Also, I can't think of a single dungeon mechanic outside of possibly that godawful second boss in stone vigil HM that's been new. They've all previouosly come from raids. Just because they're new to the non-raiding scene doesn't mean they're new from a development perspective.
edit - in addition, basically all meaningful content is accessed at max level now, outside of the story contained in job quests and maybe lv50 stuff if you want to do it synched. Why WOULDN'T you want to get there as quickly and painlessly as possible?
edit2: I thought of one! Neverreap has new mechanics in the awful first and second bosses. Find me someone that enjoys neverreap unironically.
Last edited by Mirateski; 06-02-2017 at 02:41 AM.
Not in the least. I'm saying they're all copies of each other (and half of them are reskins of older dungeons to boot) and they're depressingly linear. And - this is less a mark on dungeon development and more an indictment of the playerbase for enforcing speedrun mentailty - not much reason to stop and smell the roses during a run to appreciate these "new" dungeons.
Words to live by.Expecting everybody to play the game the way you do is not a way to foster a pleasant experience for anybody.
It's not just mechanics that the dungeons brings. They bring a ton of new assets. This includes the Hard Mode dungeons. From new monsters to new ideas that we eventually see re-purposed other places. Some mechanics are also designed alongside the raiding and they come at the same time with the raid mechanic usually being a bit more difficult. This gives the player and easy version to practice before a harder version they take on at a later point.
It's PotD's fault. Not only does it get them up to 60, they can now get a free weapon and buy some PvP gear to get into the Expert Roulette in which they'll do horrible because they never learned how to play their character. Even if you were to read the tooltips, that doesn't mean you'd know how to play the class. You now have to worry about positionals and other things that PotD doesn't really have. PotD is basically 4 people or so hitting something until it dies. You don't need to pump out any real dps.
Being desperately linear doesn't mean that they're not bringing new stuff to the game. Trust me. I hate how linear and speed-runny dungeons have become. I want them to improve on dungeons. If they were going to make the new dungeons more exciting, I would be fine with less dungeons, but they're not going to do that. They basically said we're doing less dungeons (content) so we can give you more content (but we're not telling you what that could be). If this was something different, it would be unacceptable. You wouldn't pay someone to tell you they're going to do less work, but work super hard on something else, but refuse to tell you what that something else is, but come on, it's totally going to be more work than it was if I was doing the basic work I was providing before.Not in the least. I'm saying they're all copies of each other (and half of them are reskins of older dungeons to boot) and they're depressingly linear. And - this is less a mark on dungeon development and more an indictment of the playerbase for enforcing speedrun mentailty - not much reason to stop and smell the roses during a run to appreciate these "new" dungeons.
Last edited by SonKevin; 06-02-2017 at 03:13 AM.
people can you count?
ARR have more that HW and for now looks like HW will have more that SB. or some one here think they do diadem like thing one more time?
looks like all here forget that ARR added PVP and housing to the game. can some one here tell me why they didn't cut in the 3 dungeons for pvp or housing ?
was the development team so much bigger in 2.x?
so why can't you actually list some stuff? Baelsar's Wall looks a like Castrum and most if not all the mobs are Garlean stuff we've seen somewhere else.
the 3 bosses as well?
but the thing is its part of the we not get as much in HW as we get in ARR.
afaik, the new mobs in Baelsar's are two of the bosses (the first two, a rework of an ff6 model and that neat spider thing that looks like the cute bots from Ghost in the Shell) and in Sohm Al we had the ochu variants from a past game. Everything else was a reskin, although I suppose they did change the background of Sohm Al from the original and give us a neat music roll?
The Grubal/Antitower things I suppose gave us the mammet variants, but we'd seen mammet enemies in... Halatali HM? so they're just reskins as well. Nothing new in Neverreap, was just hunt mobs and vanu and other reskins. Fractal had... Iksalion? I think that's the first place you see them. Sohr Khai had some very nice stuff in it admittedly, but the only actually new things model-wise were the big fans.
St Mochi's had the final boss. Pharos Sirius had the Construct No.8s. Hullbreaker had Ymir. Xelphatol had a few new ixal enemies. You've got maybe two or three new models per dungeon if you're lucky, no new mechanics save for like one in one dungeon at lv50, and very little lore outside of the allagan dungeons.
They look pretty, but I'm running these things daily for three months. Gonna need a bit more than that.
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