Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 34
  1. #21
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Daeriion_Aeradiir View Post
    Your ideas (in their current form) are better suited to pre-made party content, like potentially adding "extreme" dungeons that are entirely optional and not tied to any roulette and would require a full party before queuing in.
    Make it give 180 tomestones minimum and I'll run that. Make it worth my time if my time is going to be taxed so heavily.
    (0)
    9.23.2019 [11:15 p.m.]Total Play Time: 1552 days, 0 hours, 0 minutes - You'll be hard-pressed to find a more cynical person than me.
    Quote Originally Posted by Odstarva View Post
    You people are never happy.
    [...] You complain and complain and complain.

  2. #22
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by kikix12 View Post
    I quite honestly do not see how this would make the dungeons too difficult compared to other content.
    well the biggest point against what you are saying is dungeons difficulty isn't to be compared to other content, its suppose to be easy and fast so that players with less time can still go for their gear upgrades while not having a lot of time/skill.

    also what is easy for you can be hard for someone else, if there is more you have to pay attention to it makes it harder to do normal things.
    you could say *well this is a basic when playing games and everyone should be able to do it* but then we are getting into personal standards based on our own personal abilities.

    i will use your example with the healer yes it is normal to protect your healer but what you are saying is instead of just say using provoke and getting aggro that, that is useless so you get aggro on everything else then focus that monster down.
    this gives you a variety of options does this monster hit hard? is it a hp sponge? can you just stack everyone on the healer aoe it down and just ignore the mechanic altogether.
    depending on the answer you have either a worthless mechanic that does nothing OR a huge road block that greatly affect how the dungeon is run.

    adjusting difficulty for the average player isn't easy for the past what 4 years now? they have constantly gotten mixed messages from too easy to too hard.

    also i want to also say we got job gauges because watching buffs is too hard (i understand that it's different from monster buffs) but its still one more things players have to constantly watch for (is this a alpha monster, is it one that attacks the lowest enmity player?) you are putting more focus on what the players base is said to be specifically bad at.
    (0)

  3. #23
    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

  4. #24
    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)

  5. #25
    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

  6. #26
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    This is a great start towards something that could make dungeons more fun / shorter and teach people a thing or two the hard way..

    Like someone said though, it would require an overhaul of the dungeons. Which I think we're really past due for a QoL adjustment. Just adjusting the # of mobs, increasing the XP and shortening the paths mixed with this would bring things up a bit.

    I'm taking this as a rough draft, though others here see it as its final documentation. This is an idea to expand on.

    Taking this idea and putting it in say Sastasha. A lot of the trash mobs up to the first boss can be removed and placed in with something else. Stick with the groups of two and add in one odd-ball to the side. Get them use to Pack members and calling in an occasional 3rd mob.

    Thinking of it later, to have a mob turn and attack with a random attack to a player would make you want to use Cover, or low blow or the DPS can stun lock the guy.
    (2)
    Last edited by Leigaon; 09-27-2017 at 10:46 PM.

  7. #27
    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)

  8. #28
    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)

  9. #29
    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)

  10. #30
    Player
    ApprenticeSmithy's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    128
    Character
    Larrian Gogoan
    World
    Tonberry
    Main Class
    Bard Lv 90
    I like these ideas! They'd certainly add new flavour to dungeons. I really like the leader of pack idea. I think that could work great if implemented right!

    Throwing in some random ideas here, but maybe have enemies with certain auras emanating from them, like a ice sprite causing frostbite to players around it, or malboros causing poison (they do stink after all XD)
    (0)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast