And yet, Duty Finder still finds a way to make leveling dungeons torturous




And yet, Duty Finder still finds a way to make leveling dungeons torturous
Yeah, we totally needed some leveling dungeons that nobody wants to run in this expansion too.



*snrk*
.. ok that was unnecessarily sarcastic but funny.
Yeah, honestly difficult content is there if you want it but I'm glad it wasn't made part of the required storyline or basic roulettes. I've never had difficulty with any dungeon but I know there are a few that if they come up I can guarantee someone dropping instantly because "meh I don't like this one".
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
AV being so frustrating was somehow acceptable because ultimately it was optional content. Locking behind it GC progression but if you squint you can still pretend that sort of thing's optional. And it still gets insta-abandoned by tanks and healers, we don't need more of that sort of thing in the game, let alone story dungeons.
Plus, as said before, at this point I'm not sure I'd say anything in SB lacks in difficulty compared to AV or the Vault. If your healers aren't on top of their game, or the tanks think they can pull from boss to boss with Shisui gear in Bardam, you're in for a bad time, and these are mostly the things that got you wiped in AV and Vault too.
Last edited by BillyKaplan; 11-27-2017 at 06:14 PM.




well, when they designed Aurum Vale the devs still had faith in the playerbase. the difficulty didn't end there, Wanderers Palace was maybe easier, but the chasing tomberrys were a frightening threat with ilvl 50. and pre nerf Amdapor with the demon wall and one shot mechanics at the endboss... and then came Pharos Sirius and the playerbase just said no and so modern dungeons are faceroll easy. they nerfed most of the dungeons or we outgeared them. but because of lvl synch we can't outgear aurum vale and it wasn't that drastically nerfed like Amdapor or Pharos.
and the Vault... they made it harder because the knights and thordan should be depicted as powerfull enemys.
and imagine if some weaklings would have killed Haurchefant? not very plausible.
https://www.reddit.com/r/ffxiv/comme...jg&sh=dbacbf24
Last edited by Tint; 11-27-2017 at 07:55 PM.



From a DPS standpoint, AV and the vault are not difficult at all.
From a tank and healer perspective " Sickness must be purged!!!"
AV made sense because Malboros are annoying enemies in any FF. And the Vault made sense because you were going up against Ishgards best knights.
In SB the only real enemy IMO is the main protagonist. Every other enemy is someone our allies have trouble against but when they face the warrior of light they are mere flies to us.
I think they didn't make a difficult leveling dungeon due to many new players joining the game, or possibly the jump potion fiasco which surprisingly not many people purchased.



I see the ARR redesign of Aurum Vale as a big nerf.
The real Aurun Vale was designed as a raid dungeon for 8 player party
Also to give time to relearn the changed lv 1-60 skills
Last edited by Felis; 11-27-2017 at 08:52 PM.




If you want difficulty then try healing a i270 Shire SLAYING ACCESSORY tank in Castrum Abania.
You'll miss your MP very quickly.
I really didn't notice any difference between HW's leveling dungeons vs SB's. Mobs still hit like a truck if you're not doing things right. In an ideal world, things should run smooth but I'll agree with Nol: DF will always find a way to turn your leveling experience into a living nightmare. DPS not knowing what they are doing and haven't read what AoE damage is, undergeared tanks thinking they are superman, healers that can't keep up. I think the difficulty is about right and they introduced some innovative stuff like the second boss at Bardam's (I stillt think that this boss should become a tutorial tied to the Hall of the Novice (Intermediate)).
Aurum Vale only has 1 difficulty: It's tedious. Specially the first room if people want a full clear. First and last boss are kinda difficult if people are clueless about the debuffs and if you're a healer. Second boss can be a joke if people remember about the swing. The Vault was only "difficult" if you were a healer in the last boss and the DPS would do whatever with chains, the marching horses and staying far for AoE heals.
Oh, the bees in Demon Wall, dealing with the 2-pattern lineal AoE on top of their circular AoE that stunned you on top of the push back. Being a DPS race at the time to not get crushed against the wall at ilvl 50. Not gonna lie, I loved that fight and it saddened me when they nerfed it. Anantaboga had a strat, something that most dungeons nowdays don't have. Same with Pharos, I think the second boss was kinda difficult to deal with but fun regardless. The problem with Pharos was the lack of balance between difficulty/reward, in my opinion.well, when they designed Aurum Vale the devs still had faith in the playerbase. the difficulty didn't end there, Wanderers Palace was maybe easier, but the chasing tomberrys were a frightening threat with ilvl 50. and pre nerf Amdapor with the demon wall and one shot mechanics at the endboss... and then came Pharos Sirius and the playerbase just said no and so modern dungeons are faceroll easy. they nerfed most of the dungeons or we outgeared them. but because of lvl synch we can't outgear aurum vale and it wasn't that drastically nerfed like Amdapor or Pharos.


This thread cracks me up after all the boo hoo the menagerie is way too hard threads.
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