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  1. #10
    Player
    Renato's Avatar
    Join Date
    Nov 2015
    Location
    Limsa Lominsa
    Posts
    358
    Character
    Rael Levynfang
    World
    Goblin
    Main Class
    White Mage Lv 90
    Quote Originally Posted by ZanzaUmi View Post
    Which could be used for this next idea:
    Dungeons could have two paths, or more: one the normal path that we have.
    Another path with fewer, but tougher enemies (almost like bosses themselves) that will eat right through durability. So, a balanced path and a quicker(?), tougher path. And split some dark matter among them so the party as a group has to decide how to proceed. And not literally two paths, could be more like Aurum Vale, where there are lots of enemies and you choose how to proceed through. Larger open dungeons with more enemies, and not having to kill literally everything to proceed.
    Quote Originally Posted by TheMightyMollusk View Post
    Most people will still pick the fastest/easiest path and ignore all else because they're only there for tomes and/or the daily roulette bonus.
    Still not a reason not to give this a try. Many people have been requesting more challenging dungeons. For those who want to take the "easier route," let them. I'd even go further and make it to where you don't have to kill everything to advance but if you do, you can gain special items from the monsters that could unlock areas with a hidden boss that drops rare gear/more tomes and provide a different challenge for the dungeon runners. One of the things that I did enjoy about the SB dungeons was that the ones up to the lv67 dropped weapons only obtainable by repeating them. Even if they weren't the strongest, they did provide unique looking weapons.

    I know most people complained about Tsuyu, Shin and Nidhogg normal when they first came out but I loved them and thought it was just the right difficulty for a boss compared to the normal dungeon bosses that can be face-rolled.
    (2)
    Last edited by Renato; 07-25-2018 at 11:58 PM.

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