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  1. #1
    Player
    Vurtney's Avatar
    Join Date
    Sep 2013
    Posts
    372
    Character
    Saryn Storm
    World
    Cerberus
    Main Class
    Warrior Lv 90
    Think i mentioned this like last year. Anyway. M+ would make all the dungeons in this game relevant for capped players. They wouldn't have to be restricted to just SB dungeons.

    Imagine doing older dungeons with unsynch stats and skills but the dungeons difficulty brought up to level cap with extra fixations to keep things interesting. How can anyone say no to this?

    "But they should put their resources towards future content instead" That's kinda obvious isn't it and that's not going to change either way.

    "But this is XIV! Go play X instead" I've been subbed to X for over 10 years now, thanks. This wouldn't change the identity of XIV in any way.

    M+ keeps dungeon content relevant much longer than just a patch cycle. There's a huge number of players that love some of the older dungeons and personally i'd love to do some of them 4-5 times the normal difficulty with extra layers of affixes.
    (5)
    Last edited by Vurtney; 07-02-2017 at 05:26 PM.

  2. #2
    Player
    OwlBlackX's Avatar
    Join Date
    Jan 2016
    Posts
    573
    Character
    Redde Wing
    World
    Mateus
    Main Class
    Gunbreaker Lv 100
    Are you played World of Warcraft ?
    I'm too. But, I hated Mythic+ in Legion. Why I leaved WoW months ago

    I hope they NOT put Mythic+ in FFXIV.....
    (14)
    Last edited by OwlBlackX; 07-02-2017 at 05:06 PM.

  3. #3
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    8 man raid dungeons in 1.x style, please
    (1)

  4. #4
    Player
    Wiskiz's Avatar
    Join Date
    Jul 2017
    Posts
    7
    Character
    Whiskiz Seamendaemon
    World
    Typhon
    Main Class
    Archer Lv 70
    You dont want higher difficulty content thats already done, that just has bigger numbers and maybe 1 or 2 extra mechanics, what you want is like Rift when i played years ago - higher tier raids. New raids but higher difficulty, everyone could do tier 1, tier 2 was starting to get tricky/serious/challening/fun and tier 3 were for those wanting to push the envelope. For the casuals that want to see and do everything, all they are missing out on is some more boss/raid fights and slightly better gear. It's like wanting to bring olympic sports down to your level because you don't want to invest the time or don't have the skill - Everything else shouldn't lower itself to serve you, especially when you can engage in the other 98% of content and you have something to maybe work towards still (since even the top tier isn't impossible by far) instead of having easily blown through everything because it was made easy for you, making it boring and useless for the rest of the population.
    (0)
    Last edited by Wiskiz; 07-02-2017 at 07:16 PM.

  5. #5
    Player
    Voltyblast's Avatar
    Join Date
    Aug 2014
    Posts
    735
    Character
    Rama Kagon
    World
    Balmung
    Main Class
    Warrior Lv 80
    I would love to and it would fix most issues with speed running dungeons, since mythic is already a speed run that punishes death and it would make old dungeons relevant again (you can either scale them or not, and they could give rewards like glamour or mounts).

    I'm 1000% sure they won't do this because they already said they rather focus on making new "content" but considering we have so many dungeons with literally zero reason to return into them (beside exp), it would really be nice for sure.
    (0)

  6. #6
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    I'd rather have dungeon revamps that add a fresher spin on the dungeon rather then just it being the same leveling dungeon with the same mechanics only higher mob stats.

    Mythic+ was an excuse made by blizzard to not have to release much in the way of new dungeons over the course of the expac. It lets them focus just on raids and a dash of world content. With grind time padded by the random warforged/titanforged buffs with random secondary stats so that people play WoW like its diablo. Always hunting for that higher ilvl version of the same item that actually has the stats they need. Complete with random legendary drops. Oh and item level scaling the mobs so that they can make trying to simply complete quests more painful as they try to push flying further and further out cause the current dev team leaders have jump puzzle games in their list of favorite games and thus hate flying but cannot remove it because that would cause a mass exodus of players... again.
    (2)

  7. #7
    Player
    Zindrt's Avatar
    Join Date
    Dec 2016
    Posts
    10
    Character
    Entey Bhran
    World
    Moogle
    Main Class
    Red Mage Lv 70
    Personally I can only see problems with this idea, specially after the mess that wow made out of them...

    How would they work? People are already complaining that repeating the same dungeons over and over is boring, so now they have to repeat them even more for gear?
    -Do you make harder versions of the bosses and mobs, taking away development time that could be used in new enviroments or content? And do that for every single level? As you increase the difficulty level they're gonna be slower, and since M+ is all about repetition, it looks like it would be boring extremly quick.

    -Do they only increase HP and attack damage? People speedrun dungeons for a reason, doing the same thing for the 500th time is not fun, so they do it fast, get what they want and get out, harder dungeons would make the runs slower, becoming boring quicker, since, even if it hits harder, it would still be the same enemy, in the same zone, with the same attacks.

    -Do you attach modifiers to the instance like wow does? How would that affect jobs? Some modifiers in wow already screw over some classes and seeing how rigid some rotations or class mechanics are, they could very will shut a job out if they happen to land in a dungeon with that modifier

    -What about gear? Do we need to increase ilvl even further to accomodate for so many new levels? Numbers in WoW are already ultra-inflated, reaching the millions, FFXIV is already going down this route, with tanks already at +40k HP only two expansions in, so those numbers would need to go even further up to make space for all the levels between savage and M+, big numbers are fun, but when everything is calculated in the thousands and millions they stop having that effect.

    I'm all up for harder, 8-man dungeons but having a repetition system like M+ would only cause people to burn out in a hamster wheel of repeated content, where said content is already done quickly for a reason.

    All of this is personal opinion.
    (6)

  8. #8
    Player
    cporter's Avatar
    Join Date
    May 2017
    Posts
    34
    Character
    Casey Porter
    World
    Jenova
    Main Class
    Paladin Lv 70
    Well I don't want to quote anyone in particular since a same users shared the disinterest. I'm sorry that many people find playing recycled content to be a waste, but my thing is that we all do our roulette and such every day and see this content over and over again. We do the raid for content and are done for the week. See I'm a disabled person and also a social shut-in and have been for over 6 years. Now I know someone could say maybe I need another hobby to occupy my time, but I feel like once everything is done for the week, there's not much else to do but gather, craft, and PvP. Perhaps they could make Mythic+ style dungeons that are very difficult and completely original, instead of recycling old content.

    However upon making this thread I realized Diadem, or maybe a new deep dungeon might fix this itch for me if the rewards are relevant.
    (1)

  9. #9
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    I don't agree with the OPs overall idea but fundamentally this game has a severe lack of endgame gear at any given time. At most there is 2 cap gears and 1 "relevant" (but still lacking power) gearset. We can just admit upfront that dungeon gear is simply entry gear to content so it just doesn't count.

    To compound the above issue (if you consider it one like I do) the devs have stated numerous times that developing new gear sets to keep up with content release is a huge strain (or adding more gear sets per release cycle anyway). So the likely hood of getting more endgame content/gear at any given time is pretty low...

    There are other options though and the devs are just ignoring them. Why can't dungeon gear be upgraded? Why cant crafting gear be upgraded? Why can't crafting gear at endgame be more intuitive, like for example augmentation (5th and 6th stat bonuses and bonus defense/main stats). I know someones going to come along and say it so I'll just cover the issue now: "Well no one would do the harder content then...", that is a nonissue that just requires balancing between risk vs reward / effort vs reward. Besides that, raid gear is still going to have its own style and look people will want even for glam.

    On the topic of how crafting can change:
    Seriously crafted endgame gear is being poorly integrated in this game. The one suffering the most is blacksmiths who can only make glamors at almost all relevant content patches. I mained blacksmith to make powerful cool looking weapons but the most I get is silly glam crafts. Melding got mostly taken away from us as a tool for usefulness by making it available to everyone, even people who don't care to level the crafting classes because entitlement and this generation is full of little shits but thats beyond the point. Crafting could be brought back with augmentation that only crafters can do to their crafted items, these items could drop from dungeons or even raids and could be gathering items. This actually increases the lifespan of crafted gear extensively depending on how SE implements it. The overall idea is to make crafting mostly worth it again for anything other than... ... making gil... or gearing alts, lvling classes? At endgame its good for... glam...

    On dungeon gear:
    How about dungeon gear upgrades, via a certain quest that you can complete for one piece of gear at a time. I'm not sure how this would work but If SE put some thought into it they could probably come up with something. Even if its a simple ilvl increase quest but for the love of god don't put it into a tome reward. We run these dungeons enough times already, give us something else to do...

    I don't want to steal ideas from FFXI cause I know someones gonna come along and say "if you want ffxi, go play ffxi" but they did do some interesting things with forced spawn monsters that drop loot. I don't understand why FFXIV does not have any kind of forced spawn "HARD" boss pops in the vast unused open fields they have created. They could drop augmentation items, gear similar to diadem, or any number, things we want... There could be force pops for parties of 4, 8, and alliance bosses. The rewards would be different for each tier. One problem that SE will have to circumvent is the massive vertical progression in this game to keep it relevant though but realistically that has its affect on all content in the game. Monsters should not be that hard to create, were not creating whole raids or dungeons here...

    Expanding usefulness of certain content (even the ones without gear):
    Diadem/aquapolis/PVP/hunts

    Overall there is ways to expand on the endgame gear at any given time which doesn't necessarily mean SE has to create more gear sets every patch, especially since they have been using upgrade systems for the tome gear. Why not other gears. Crafting leaves something to be desired, mostly its usefulness...

    Did not mean to derail this thread so I will leave it on this note: Hopefully we get something different than the streamlined endgame gear of tomes or raid that 2.0 and 3.0 had but I doubt it. I would like to see more possibilities like the OP does just not necessarily in the way he wants them.
    (0)

  10. #10
    Player
    Fortune_Cookie's Avatar
    Join Date
    Jun 2017
    Posts
    63
    Character
    Eden Dawn
    World
    Louisoix
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Mycow8me View Post
    Hopefully we get something different than the streamlined endgame gear of tomes or raid that 2.0 and 3.0 had but I doubt it.
    I can see your point of view, but personally I moved from wow to ffxiv precisely because of its streamlined endgame gear. Legion has elevated the never-ending treadmill to a whole new level with rng gear upgrades and infinitely repeatable content. That's fine for some, but I just don't have the time to farm mythic+ round the clock to stay relevant.

    I like weekly lockouts and tomestome caps: I positively want to be done with character upgrades, so I can focus on other things (within the game or without).

    For that reason I'd be against wow-style infinitely repeatable dungeon content. However, genuinely difficult dungeon content (with primarily cosmetic rewards) would be a nice addition. I've always liked small party content (another reason I moved to ffxiv - 8 person suits me much better than 20).
    (5)

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