All leveling dungeons should be made more difficult with less trash. Right now they put me to sleep, especially when my "rotation" is one or two buttons.
All leveling dungeons should be made more difficult with less trash. Right now they put me to sleep, especially when my "rotation" is one or two buttons.

This would serve both purposes. Shortening a dungeon while giving the new players some sort of incentive to pay attention. Take Sastasah a lot of that can be removed so you can get to the first bosses quicker
Now the Coeurl is a different story. It's great as a first boss, shows AoE indicator and could go with a mini-tank buster.
Again, remove a lot of the things between the last two bosses but make it so the adds buff the boss. This will get some people to focus on adds before they're taught bad lessons.
Right now it's taught to just burn and ignore, which works but it makes things difficult in later dungeons. So a dungeon suddenly becomes shorter and a bit more engaging but we're just talking about the very first one. 15 - 18.
Haukke, could have a few of those rooms removed completely and their bosses slightly adjusted, start adding a bit more unavoidable damage to other players. Have Lady Amandine do her own level 1 limit break on the party, have those lights do either a bit more damage or start regenerating the boss, makes ignoring mechanics more punishing. So you're right we need some sort of adjustments on the dungeons I don't think just increasing dmg or reducing mob HP is the answer. I always thought this was a bigger issue and it would mean deleting rather than so much adding.
At that level? Just basic rotations. There's those who do their second combo and figure just because they hit the first they just have to activate the second and never hit the first again. There was even someone who suggested it, and after you hit the first weaponskill to have it constantly activate the next one as a bonus forever without having to hit it again.
It's also a nice start if you can put in a damage dealing tank buster so the Gladiators use their defensive cool downs. Some don't use them and it starts bad habits already because they're level 15 - 18 and don't see the point in using Rampart since they have never been forced to.
For someone like yourself? Nothing. Though it makes things less stressful for you later because a tank has had issues dying at level 15 while you're running a level 52 dungeon, they know to use Rampart and how it helps.
Last edited by Leigaon; 06-07-2017 at 01:57 AM.
No, just no.




What really needs to happen for low level dungeons is to allow players to keep their abilities while synced.
The extra abilities will be throttled by the ilvl sync.
After hitting 60 (in all classes) there is ZERO reason to ever go into a leveling roulette.
Last edited by Deceptus; 06-07-2017 at 05:20 AM.
whether you do the big pulls or not, it's going to take them longer to die.
don't see how direct hit can make up for all the nerfs.
The lower level dungeons teach some decent mechanics. Ranged trash that won't move with pulls, DoTs that need dispelled, bosses with weird mechanics at different stages of the fight, etc. Unlike the slopfest going on in PotD, you can sorta kinda learn to play your class/job in lower level dungeons, so making them easier does not much except further dumb down and erode the current overall skill level of the playerbase.
Not sure anyone really wants that.
I think it's more the fact that you don't often have ideal gear for the dungeon , many jobs don't have AoE at low levels and you often have new players.
I had a 15 minute Copper Bell the other day so it is possible to run it really fast if you get the right party.
I think the exact opposite.
It's not that low level dungeons need a nerf - more that "end game" dungeons (ie level capped tomestone dungeons) need a rather large buff in difficulty.
If people's concern is that farming tomes will end up taking longer - then scale tome rewards up with the difficulty.
Over the past number of expert roulette cycles, the dungeons have progressively become easier and easier.
There are problems when you can easily pull every mob up until the next gate/wall and burn everything down at ease. Stuff should be quite a bit more threatening than they currently are.
That would fix the "Healers should DPS" argument. Make healing more intensive.

>obviously stupid suggestion
>OP only has 2 posts
>one of the tags is "dragoon sucks"
This is another troll thread isn't it?
The intention of this post is to make a point out of something, and the "dragoon sucks" tag is meant to be a joke no more than that. Some enjoy argument.
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