A good number of dungeons fit that description. Even the story mode trials give echo upon failure, thereby adding less incentive to improve. Why care if you wipe when the game will gift you permanent Trick Attack?
Perhaps the first two - but those are supposed to be fairly easy.
In the rest it is quite easy to wipe if you don't know what you are doing. (Assuming you don't grossly outgear or outlevel the dungeon of course - but in that case it is not the dungeon which is easy, but the character who is too powerful for the dungeon.)
Agreed. I really wish people would understand the "to YOU" part of this argument. I feel like a lot of folks who keep saying "too easy" or that content is "braindead" have not partied with legit sprouts/new players in a long time. Sunken Temple of Qarn and the Stone Vigil (normal mode mind you) both come to mind. Both are ARR dungeons and the mechanics really aren't difficult to navigate around if you know them and know how.Perhaps the first two - but those are supposed to be fairly easy.
In the rest it is quite easy to wipe if you don't know what you are doing. (Assuming you don't grossly outgear or outlevel the dungeon of course - but in that case it is not the dungeon which is easy, but the character who is too powerful for the dungeon.)
In Qarn just a few days ago I was in a party with someone who had never done the dungeon before and another who had never tanked it before. Guess what? We wiped twice, once on each of the first two bosses. When it finally clicked what was going on I asked if anyone knew how to fight the final boss, and the sprout spoke up that they didn't. Spent a few minutes typing out what to look out for and how to handle it. We had a close call after the fight was explained, but we managed to squeak out the clear. There was no way I could have "face-rolled" that run because I had to pay attention to what my team was doing and pick up where they couldn't.
Stone Vigil was a similar story. The first boss there is one of the first few in the game that doesn't telegraph its room-wide AoE. So if you don't watch a guide and know to get behind him, you don't think you're going to eat damage. I know because we wiped to that guy because the tank and the other dps didn't know this.
Hell, level 70 fully geared players still eat Titan normal's landslides. I know because I watched two of them when I did it for my MSQ clear on my current character.
So no...content isn't braindead, you've just graduated beyond it and need a new challenge. That's a different fight altogether.
Coincidentally, when people ask for reference points as to what the difficulty should be, Stone Vigil, Qarn and Titan are all mentioned as highlights. They posed legitimate challenges—something virtually no supposed Expert dungeon does. People cite many dungeons "braindead" because they offer little challenge even at level. Look at Kugane Castle, Ala Mhigo and Temple of the Fist. Tanks were doing mega pulls in i290 job gear. An even better example is Yojimbo's coin mechanics. If you ignore them, he deals approximately 15-20k. There is no job that is remotely threatened by that. It doesn't help we out-gear a good portion of the content before it even releases. Hell's Lid is a better dungeon than many of its predecessors but it's still only i310. You know, the highest ilvl we could obtain nine months ago.
Leveling dungeons generally aren't the issue. It's everything that comes after them where the difficulty simply does not scale.
Fair enough, but OP seemed to be aiming at older content with their statement (unless I understood wrong, which I might have). Which just seems silly: of course older content is easier to them, because they're seasoned and already did it.
Now for what you and a few others seem to be honing in on (future content): the point a lot of folks are trying to get across is that the folks on this forum do scale towards the higher end of skill level and have been playing for years, so really they aren't a good judge for what average is. In the examples you gave you I saw quite a few players who claimed to be having a hard time with all of those dungeons at launch because they were trying to play like they were overgeared and couldn't (whereas you saw the opposite). People are still having trouble with the very dungeons you listed. Which boils down again to personal skill level. Jump potions are also still a thing now so you have brand new players that are completely unfamiliar with how mechanics are typically handled in this game challenging these areas. Unfortunately, SE has to keep that in mind now when designing fights. I don't personally agree with it, but that's the choice they made.
You may see 15-20k in damage and think "no one's threatened by that," but to someone who doesn't know the game as well there's a big chance they're going to either overcompensate (believing something even bigger is coming) or panic. Either one will affect the entire run. If people that have supposedly beaten what's available in this game are still making mistakes in ARR level dungeons, primals, and other content, then no it isn't braindead content that anyone and everyone can faceroll.
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