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  1. #1
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Not saying I want this but the too hard argument comes in with reflex mechanics.

    The game already wants you to do this strict set rotation which requires watching your UI often. When it compounds this by making you also watch split second mechanics, this is when the skill gap starts. So if rotations were less UI dependant then a system with more visual tells would work better. More cerebral and less reflexive. More variety would be good for human partys if those mechanics were global traits. I don't see it happening in experience story parties.
    (0)

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  2. #2
    Player
    DubiousDisk's Avatar
    Join Date
    Aug 2013
    Posts
    195
    Character
    Urien Spectrum
    World
    Gilgamesh
    Main Class
    Machinist Lv 100
    I like this idea, a sort of "Savage" mode of normal dungeons.

    An MMO I hate to admit playing that I will not name out of embarrassment does this with their endgame dungeons, a harder version your party can choose to enter or ignore, enemies and bosses work slightly differently, more damage and health, but in return, better rewards if you survive.

    Anything to change the current "Big pulls, big deeps" meta we are currently in.
    (0)

  3. #3
    Player
    Malaria's Avatar
    Join Date
    Sep 2013
    Location
    Limsa-Lominsa
    Posts
    24
    Character
    Mal Vanrenn
    World
    Leviathan
    Main Class
    Astrologian Lv 70

    Not a bad idea!

    Although the previous statements ring true when it comes to most dungeon runs the way they are now. I could see this work in a Palace of the Dead type environment.
    (0)
    "Ill Heal you, anytime, anywhere." - Mal

  4. #4
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    As an additional mode, a "Savage Dungeon" style implementation, I could see this working.

    The last time I saw a game try and up the difficulty with bigger changes in the regularly run dungeons it ended backfiring pretty badly, so I'm not optimistic it would work here either. More likely that it would lead to just a smaller set of players running dungeons, and increasingly longer queues as a result.
    (0)

  5. #5
    Player
    Rhaja's Avatar
    Join Date
    Jun 2014
    Location
    Limsa
    Posts
    734
    Character
    Rhaja Foxtail
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    Essentially Mythic+ dungeons, which this game could really use.
    (2)

  6. #6
    Player
    CostiaRose's Avatar
    Join Date
    Sep 2017
    Location
    Gridania/Limsa
    Posts
    27
    Character
    Azena Rose
    World
    Diabolos
    Main Class
    Marauder Lv 70
    Yes please, for the love of god, yes. This would add both interesting mechanics and content longevity if implemented well.
    (0)

  7. #7
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,580
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    I loved my enchanter back in EverQuest and adore true crowd control situations, but the abilities we have in this game are garbage and this would just lead to constant wipes. SE doesn't give us the tools for true crowd control, unfortunately.
    (0)

  8. #8
    Player
    Finalplayer's Avatar
    Join Date
    Sep 2017
    Posts
    8
    Character
    Mr Macigno
    World
    Ragnarok
    Main Class
    Paladin Lv 70
    I don't know if these suggestions may be useful or not, but I'm agree with anyone think that dungeons are too boring!
    A better AI for mobs is good for me, specially for humanoid enemies (also logical for these).
    In my opinion dungeons should be little worlds, always unpredictable in terms of enemies, events, difficulty, strategy and rewards.
    Also not all dungeons should have the same duration, complexity, layout or number of bosses.
    I just wonder why farm time must be synonimous of boring time.
    Just give a good reason to repeat any dungeon and players will do it anyway.
    (0)

  9. #9
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,615
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    That's the problem though, they might be called dungeons but they aren't, they are adventures that you can repeat. There isn't one dungeon that doesn't have a story to it. I would like actual dungeons with a POTD like feel to it, maybe modular where the setup can always change and even beating/how you beat a boss or how long you take or move you use can influence future paths.

    Like let's say 2nd boss has a bomb monster and if you allow it to explode at a certain spot it will open a new path, the risk being that you have to make sure the boss is low enough when it uses it's explosion otherwise you die(in this case the dungeon would end if all fall during combat much like POTD).

    But varied actual dungeon content like that would be nice, we don't currently have that with these adventures. We have set pieces that only serve to help teach players new mechanics while also offering them a quick way to cap their weekly tomes.
    (0)

  10. #10
    Player
    Solemn's Avatar
    Join Date
    Sep 2017
    Posts
    13
    Character
    Solemn Reign
    World
    Cactuar
    Main Class
    White Mage Lv 70
    I'm not sure how I feel about these particular buffs, but I'm not averse to the general idea. It would be nice to consider the ARPG system of adding random modifiers to create occasion surprise 'champion' mobs just to keep dungeons feeling fresh and slightly randomized each time. Nothing too chaotic, at least not on the normal dungeon runs. Even just things like 'enemy splits into 3 when killed' or 'immune to stun' and similar modifiers would be very interesting. I was kind of hoping for this with PoTD, actually.
    (0)

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