Dungeons, for the most part, have never really been difficult. I guess it never really bothered me.
I have to agree that everything felt like a step down, as far as difficulty goes. I think this is OK for the dungeon, since it’s tied to the MSQ and it would be unfair to gate lesser skilled players from completing the story. The Burn was more of an anomaly, I think, and it can still be brute forced by a couple of competent players even if one member is really struggling. Someone suggested keeping NSQ dungeons like this while implementing harder difficulty dungeons separately, which is a great idea. Here’s hoping SE does this at some point.
As for Seiryu...he was pretty pitiful. Again, it’s no big deal for normal mode. But to play Seiryu EX, you need to complete both Byakko and Suzaku EX...so why is it a step down from those? I cleared it on the second pull with 3 friends, the tanks and healers we picked up were from PF. We wiped once to the curse tankbuster mechanic because the cursed tank didn’t realize the buster was aoe, and got clipped. After that we cleared, despite not knowing the rest of the mechanics and improvising spots for lasers and towers, as we hadn’t assigned them yet. I was very nervous about doing EX as I recently broke my right shoulder and had to play all of 4.5 with one hand, requiring me to redo some of my keybinds, but this fight was still a breeze.
The difficulty of Orbonne is OK as well, I think. Cid certainly has caused the most wipes but the other bosses are interesting enough to keep me on my toes.
The only difficulty is coordinating 24 people. Isolated, the mechanics are easy or at least well known.
The major thing is that a single team can wipe an alliance on Thunger God, that's about it
I'm in between two sets of mind. I agree MSQ is meant to be enjoyed by everyone, but surely once you get to max level, and even with a jumping potion, players should know game mechanics. So I would not mind to have the MSQ get harder and harder as time goes by.
I'm all for dungeons being harder, but only if they have a fitting reward along the difficulty increase. I personally feel like the reason so many people struggle when they step out of dungeon zone to do other kinds of content (24 raids, trials, etc) is because the dungeons are so easy that for the most part you won't use half of your skillset. However just increasing the difficulty is not the solution, because we do have to run those dungeons over and over and over again for months because that's how the tomestone capping formula works in this game. If every single run required me to do end game levels of thinking, I expect to be rewarded end game levels of prize... which just isn't the case. Sadly FF is a bit weak in the satisfaction of running a dungeon compared to other big MMOs in the market, so if we want things to get significantly harder, we also need to have something other than tomestome capping to keep up that pace. A good example is The Aurum Vale on ARR. Nobody liked or wanted to do that dungeon simply because the amount of time and effort it took to finish wasn't up to what the game gave you at the end. And it was just a leveling dungeon. Imagine if you had a 50% chance to get AV on every single expert roulette for the next 6 months.
I been preparing a writing about this but ultimately decided to not post until a month or so. Glad to see someone agrees with me.
It's not only a step down from Burn but also from Arboretum (Hard). The bosses jump to do nothing, there is no real danges unless you're entirely clueless about dodging AoEs. Besides the first boss the other bosses and enemies actions are uninspired and they jump away from the arena to do a weak skill that takes too long. Why is the zig-zag back, takes longer, is less harmfull AND IT HAS A HI-FIVE AT THE END THA TAKES FOREVER. I get you want to be cinematic, but players have nothing to do once they find the safe spot and it takes forever until the gameplay is resumed. While moments like this in raids and trials can work as a wind-up from harder mechanics, in dungeons it just feels like stalling players.
The whole dungeon feels like a Disney train rail attraction. Flashy, harmless and you don't want to repeat it
Last edited by zuzu-bq; 01-18-2019 at 12:58 AM.
They spent more time on the ambience really. They probably set the mobs to be weaker since a lot of them "jump" you, so if you have an inattentive tank it doesn't go downhill quick. Also, the ilvl is set at 360 with everyone at 380-390+ now. Usually the harder dungeons come with the gear reset, the ones from "catch up" (Swallow's Compass was a catch-up patch dungeon and hit like a wet noodle, too) patches usually don't hit very hard due to the general player base overgearing it.
We need all dungeons from this point on to be Vault equivalent, or stronger.
They are of the same difficulty the only reason anyone thought the mist dragon was hard is because they forgot how the first boss of neverreap worked. Keep in mind you were overleved for both.
Forgot, or had never run Neverreap in the first place - which is just as likely.
Unless you are a completionist there is very little reason to run Neverreap nowadays. The loot is obsolete, it doesn't add much of anything to the story, and it is not needed to unlock anything.
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