That's fine. Breaks are good. Not everything needs to be constant, least you get burned out on it. I know some people play MMOs (or games in general) like addicts. Just because some people have an unhealthy addiction does not mean every business needs to capitalize on this addiction.
A dungeon is a dungeon. I don't care if it's 1 new dungeon a patch or 50 - they're all mindless after one or two runs and get boring fast. Quantity doesn't matter. It's content, yes, but I wouldn't ever call a dungeon riveting. I throw it in the same pile as perform - appeals to some, but it's fluff. Especially when SE forced means of stopping speedruns (I still recall doing Brayflox HM in 5 minutes to the first two bosses; under 10 for the whole dungeon at level 50).
8- man dungeons do sound pretty OK.
I remember once, before ARR actually launched, FATEs were supposed to act like that, in a way. That settlements would be attacked and would have outcomes of win and loss (you see a part of this in South Shroud and the Redbelly Hive). Reflecting back on that idea, I'm glad they didn't go with this. Having things like aetherytes being disabled because not enough players were around to defend, as well as something that must be constantly upkept, sounds like a massive hassle in an MMO. Especially if you have no interest in it (and can't force players to take part in it).
That was also addressed in a LLP. The response back is that they are wary of implementing time attacks because of speed hacks and other exploits that would ruin this kind of mode. I can't really blame them; going after bots is largely an exercise in futility (I don't really want to go into the topic).
Mechanics themselves... that's a matter of personal taste, wouldn't it? A boss jumping or going invulnerable doesn't bother me. Some of the more interesting mechanics can happen doing them. My first experience with a boss jumping was T5's Twintania dives. A boss fight where bosses tend to not go invulnerable and jump tend to end up being punching bags - THAT'S where I lose interest. Unless you have interesting mechanics to pair with it (but this is largely lacking outside of raids/savage).
I can't unbiasedly weigh in ARR vs HW vs SB. I like ARR because I liked the fact that raids were directly tied to story while still being a challenge and people wanted to run things (like dungeons) with an emphasis on efficiency. Gordias savage pretty much still left a bad taste in my mouth (even though I enjoyed Alexander's fight and Cruise Chaser's). I don't have nostalgia that would probably get me more into ExDeath or Kefka's fights, but for what we've got in FFXIV, they're alright. It also largely depends on what part of each expansion you're asking, because that will change which expansion I'll answer with. (Right now, I'd answer with SB for dungeons, because after it's all said in done, love it, hate it, whatever, the second boss in Bardam's Mettle is definitely interestingt; I'd love to see more of 'alternative fights' in normal dungeons. That's not to say it didn't exist before, like the second boss in Stone Vigil hard being done with cannons rather than your job.)
Reskinned dungeons are not unique to FFXIV, unless you were referring to something else? It's a new paragraph so I'm a bit confused to which exactly you are referring to - bosses jumping or older dungeons?



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