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  1. #1
    Player
    rangomals's Avatar
    Join Date
    Jul 2016
    Location
    Ul'Dah
    Posts
    7
    Character
    Rangomal Is-back
    World
    Moogle
    Main Class
    Weaver Lv 80

    Proposing something new

    Iv been thinking lately for a while and wanna call it out since it sounds fine to me.We all know the current game's cycle with savage-24man raid +2 dungeons +1 primal.In midway we get some nice additional things like diadem-eureka-deep dungeon-ultimates but we cant deny the fact we are running by the same cycle for a long time.I was thinking, why not implement Dungeons with *Extreme* Difficulty like how mobs are in deep dungeon high floors with tankbusters,strong debuffs and varius mechanics.Also 8man Dungeons i believe they would really *hit* the spot since i loved Castrum Praetorium with both hard and extreme difficulty.Also thinking for a 24man raid savage difficulty in the future would really attract the attention of the hardcore players.But as u see there are so MANY ideas out there how so none picks them up and place them on use, since as i see there are plenty of complains from people that there is no new content just re-skins.Thats up for me tell me your thoughts pls
    (1)

  2. #2
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by rangomals View Post
    Iv been thinking lately for a while and wanna call it out since it sounds fine to me.We all know the current game's cycle with savage-24man raid +2 dungeons +1 primal.In midway we get some nice additional things like diadem-eureka-deep dungeon-ultimates but we cant deny the fact we are running by the same cycle for a long time.I was thinking, why not implement Dungeons with *Extreme* Difficulty like how mobs are in deep dungeon high floors with tankbusters,strong debuffs and varius mechanics.Also 8man Dungeons i believe they would really *hit* the spot since i loved Castrum Praetorium with both hard and extreme difficulty.Also thinking for a 24man raid savage difficulty in the future would really attract the attention of the hardcore players.But as u see there are so MANY ideas out there how so none picks them up and place them on use, since as i see there are plenty of complains from people that there is no new content just re-skins.Thats up for me tell me your thoughts pls
    Mobs that are strong enough to discourage mass pulls would be interesting.

    I don't know whether they should tune up bosses to savage/extreme levels without causing more class disparities: when in an 8-man you've got a second healer, or three other dps to "cover" for a weaker class. In a smaller group, the disparities are a lot more obvious.
    (1)

  3. #3
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by rangomals View Post
    Iv been thinking lately for a while and wanna call it out since it sounds fine to me.We all know the current game's cycle with savage-24man raid +2 dungeons +1 primal.In midway we get some nice additional things like diadem-eureka-deep dungeon-ultimates but we cant deny the fact we are running by the same cycle for a long time.I was thinking, why not implement Dungeons with *Extreme* Difficulty like how mobs are in deep dungeon high floors with tankbusters,strong debuffs and varius mechanics.Also 8man Dungeons i believe they would really *hit* the spot since i loved Castrum Praetorium with both hard and extreme difficulty.Also thinking for a 24man raid savage difficulty in the future would really attract the attention of the hardcore players.But as u see there are so MANY ideas out there how so none picks them up and place them on use, since as i see there are plenty of complains from people that there is no new content just re-skins.Thats up for me tell me your thoughts pls
    Would definitely be nice to have some challenging 4-man content that doesn't take 4 hours to get to... not sure if everything needs to have a 'savage' version though. Either way, yeah, they definitely need to get some systems in that make better use of 'old' content, even if it's just scaling that content (and it's rewards) up to the current tier.
    (1)

  4. #4
    Player
    TaiyoShikasu's Avatar
    Join Date
    Dec 2017
    Posts
    454
    Character
    Taiyo Shikasu
    World
    Behemoth
    Main Class
    Bard Lv 80
    Harder four man content that isn't gated behind a massive timesink would be nice since in all honesty the readily accessible content labeled as hard isn't hard at all. Really, any difficulty comes from whether or not the party isn't bad in some way.

    Eight man dungeons which in a way exist outside of MSQ roulette already exist with the bulk of Coils and Alexander being largely made like dungeons, so it isn't out of the realm of possibility.
    (0)

  5. #5
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,162
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Please use meaningful thread titles. Every thread is either proposing something new or touching something old.


    Quote Originally Posted by rangomals View Post
    8man Dungeons
    I don't think this is necessarily a terrible idea but I don't think it's interesting enough to pursue. The 2/2/4 MSQ dungeons weren't significantly different of an experience from 1/1/2 dungeons except that it was easier to carry half the party, even back when we weren't running it at almost 3x the intended item level.

    Quote Originally Posted by rangomals View Post
    24man raid savage difficulty
    There are already cases in the current alliance raids where 6-9 people don't know what they're doing, and sometimes don't learn what to do because the the other people make up for it. Savage alliance raids would just be a mess, as the 15-18 people who know what they're doing won't be able to make up for the others because of the difficulty. This would result in lots of people's time wasted when the group falls apart at the first or second wipe and everyone has to re-party.
    (1)
    Last edited by Rongway; 07-21-2018 at 09:21 AM.
    Error 3102 Club, Order of the 52nd Hour

  6. #6
    Player
    TaiyoShikasu's Avatar
    Join Date
    Dec 2017
    Posts
    454
    Character
    Taiyo Shikasu
    World
    Behemoth
    Main Class
    Bard Lv 80
    24 man raids beyond their current difficulty would be an absolute nightmare that'd essentially be restricted to large FC's.

    While it would be nice to some 24 man raids in the style of HM dungeons it's just not feasible. Even the braindead easy ones like the Crystal Tower raids can go horribly south if people just decide to totally disregard all mechanics which is something people try to do now with Rabanastre which is at least semi-relevant still.
    (1)

  7. #7
    Player
    Acelyn's Avatar
    Join Date
    Jul 2018
    Location
    Ul-dah
    Posts
    124
    Character
    Acelyn Abattoir
    World
    Lamia
    Main Class
    Red Mage Lv 100
    I'd like harder 4-man content, although i have a feeling it would be a super rocky start.

    right now hells lid has imo some of the "selfish pulls" that make me judge tanks on the approach, half the time they pull em all and die, others will hold back.

    seems the newer dungeons are placing heavier monsters into the mobs forcing the dps to split damage before they can go all aoe happy, which i dont mind, if thats what a savage dungeon means, aka smarter pulls, then i'm game
    (0)

  8. #8
    Player
    iAMspecial's Avatar
    Join Date
    Jul 2015
    Posts
    23
    Character
    Merthelin Bisaine
    World
    Gilgamesh
    Main Class
    Paladin Lv 70

    mikebrew

    No I'm not actually mike brew /u/FFsnipe!!
    (0)

  9. #9
    Player
    Habbit's Avatar
    Join Date
    Apr 2014
    Posts
    21
    Character
    Habbit Kjg
    World
    Odin
    Main Class
    Marauder Lv 90
    No, NO. We don't need more difficulties. What we need are dungeon challenges with achievements that would unlock cool things and make older content relevant.
    I discussed this with my friend back in the day when hullbreaker isle came out back in like 2.3? or whenever it was and i found that to be a great examples:

    Play Hullbreaker Isle on minimum ilvl and kill the monkey boss(first boss) without giving him bananas-5 achievement points

    Play Hullbreaker Isle on minimum ilvl and kill the worm boss(second boss) without taking any bubbles-5 achievement points

    Play Hullbreaker Isle on minimum ilvl and kill the squid boss(final boss) in less then 6 minutes-5 achievement points

    That would be three achievements of like 13-26 familiar achievements for the level 50 dungeon tier of instances and when you unlock all of them you would be given a cool exclusive mount or title.
    I have many more examples but i realise the thread is dead, but it was on the front page and i like the topic so.
    (0)
    Last edited by Habbit; 09-01-2018 at 05:56 PM.