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  1. #11
    Player
    Darkstride's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,614
    Character
    Ruin Darkstride
    World
    Excalibur
    Main Class
    Sage Lv 100
    Secret World Legends has a system similar to this where the base dungeon is considered the "story mode" and then there are Elite 1-9 versions of that dungeon that progressively scale upward in difficulty. Elite 1 is only slightly more difficult than story mode, while 9 is like a step above savage, where few players ever go. I think Elite 6 is where you start seeing different or more aggressive mechanics. Each tier has a minimum level requirement.

    The rewards scale up with each difficulty tier. In SWL, gear is upgraded through melding (adding xp to a piece of gear), and each tier gives higher concentrations of these distillates. Once you reach certain intervals, you get new gear drops with special effects that are attainable from boss kills.

    The biggest reason for trying to complete all tiers is achievements that reward vanity items, pets and titles.
    (2)
    Last edited by Darkstride; 03-12-2019 at 03:26 AM.

  2. #12
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,615
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    You are all forgetting that the entire dungeon system is built on the basis of rewarding higher level players who queue up for earlier instances to aid new players.

    There can never be a reward for some elite version of those dungeons that would draw people away from the current dungeon instances, which are an integral part of game play.

    None of the other MMOs mentioned here require you to engage in a dungeon instance as you level, so they can get away with such features.
    (5)

  3. #13
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by van_arn View Post
    See also: minimum ilvl.

    Nobody uses it.
    Indeed. It's not that SQEX hasn't tried to put in challenge. It's that players are too hopelessly obsessed with rewards to actually interact with those challenges.

    I would much rather a system where rewards scale. Unsynced should never have given rewards. It's an easy mode to help people clear the fight for story purposes. Why they still allow it to have drops (especially mounts) and count for WT, I really don't know.

    As it stands, it's very hard to fill a party for MinIL content, and virtually impossible to get a competent party for it. Most people are there to experience MinIL as a gimmick, to see what old content was like, or take a nostalgia trip. The players who are actually capable of clearing it are usually too busy spamming the latest raid tiers. This in turn means that even less people do MinIL - after all, it virtually never clears.

    I'll never understand why people min/max in a game where gear makes next to no difference. It affects the speed you clear the most recent ~5-8 pieces of content. And that's it. You can still clear the content without it, and for anything synced/MinIL, it makes little difference, with the exception of getting better layouts of base stats on gear. I'll admit that it feels good to feel like your character is stronger. But it comes at the cost of depreciating the content.

    If they gave us the option to do MinIL for the most recent raid tiers, I would prefer that. Because as a healer, I would prefer to learn and keep a rotation based on minimum stats, rather than learn a rotation for an overgeared party which I then have to change when I come back and do the content on MinIL later. (And yes, being ~10-20 iLevels over the minimum does classify as overgeared. It can remove the need for various casts throughout a fight).
    (1)

  4. #14
    Player
    RylaBee's Avatar
    Join Date
    Nov 2017
    Posts
    151
    Character
    Ryla Bee
    World
    Omega
    Main Class
    Summoner Lv 90
    Something needs to be done for sure.
    The formula of dungeons as is now - totaly unchalenging trash just consuming time between bossfights - is getting more and more obsolete.

    Maybe Shadowbringers will breath fresh air into it, if not, well there are other games.
    (2)
    Last edited by RylaBee; 03-19-2019 at 12:14 AM.

  5. #15
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    with dungeons the dev team would rather come up with new ideas for a new dungeon and tune them to an appropriate ilvl. they've never been a fan of just "turning up the numbers".
    (0)

  6. #16
    Player
    MorbolvampireQueen6's Avatar
    Join Date
    Jan 2019
    Location
    gridania
    Posts
    640
    Character
    Nagini Kagon
    World
    Brynhildr
    Main Class
    Astrologian Lv 80
    well so long as it upgrade by 50 lvls to be able 2 join it. so sasha would be 56 ...

    and you get unique tomes to get armor that glows or has special effects in it like increase dmg 2 humanoids or beast etc and ya id support it
    (0)

  7. #17
    Player FFgame's Avatar
    Join Date
    Dec 2017
    Posts
    114
    Character
    Mordavia Planeswalker
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    I'm hoping something is in the works now that they introduced doing dungeons with npcs for bads and will be releasing afterwards.
    (0)

  8. #18
    Player
    number473's Avatar
    Join Date
    Dec 2015
    Posts
    59
    Character
    Riruriru Meia
    World
    Cerberus
    Main Class
    White Mage Lv 80
    I think something like this would be nice if they worked it into the expert roulette. The level 50, 60 and 70 dungeons are already tuned to have the right amount of mechanics for an "expert" dungeon, so they just need to have their hp and damage values bumped up to the appropriate level. What I'm thinking is to have the 2 dungeons (or whatever) that are most recent plus one older dungeon that changes on a weekly basis to add a bit of variety to expert roulette. The rewards would be the matching rewards for the current expert roulette.

    Leveling dungeons are fine imo and there is plenty of chance to re-play them while leveling other classes.

    As far as the potential for more difficult dungeons, I'm not in favour of just pushing the numbers up on existing dungeons. I'm also don't want to see random mechanics or chance determining the difficulty; we already have deep dungeon and that is what it is. The thing that makes this games dungeons so good is that they are designed as a whole with planned out encounters and mechanics. I'd much rather see new dungeons (or things like the Hard versions of dungeons where they are re-made into new dungeons) that are designed as a whole with the higher difficulty in mind.
    (0)

  9. #19
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by number473 View Post
    I'd much rather see new dungeons (or things like the Hard versions of dungeons where they are re-made into new dungeons) that are designed as a whole with the higher difficulty in mind.
    and this is why we don't have +type dungeons lol

    all their efforts go towards new stuff instead of minorly adjusting old stuff.
    (0)

  10. #20
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DrWho2010 View Post
    and this is why we don't have +type dungeons lol

    all their efforts go towards new stuff instead of minorly adjusting old stuff.
    "Minorly adjusting old stuff" isn't what's being requested here, though. The cost of a dungeon+ system is almost entirely frontloaded: you build the system to thereafter affect any dungeon automatically. Only when balancing around non-granular reward efficiencies is much of any precise tuning required. With the one system, you can increase the time which one may spend, with due reward, in any dungeon tenfold or better.
    (0)

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