


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.


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.


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.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB

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.

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.
"Ill Heal you, anytime, anywhere." - Mal

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.
Last edited by Leigaon; 09-27-2017 at 10:46 PM.
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.


Essentially Mythic+ dungeons, which this game could really use.

Yes please, for the love of god, yes. This would add both interesting mechanics and content longevity if implemented well.

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)
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