Nobody likes Toto-rak, but it is one of the few dungeons in the game with more than one path...
Nobody likes Toto-rak, but it is one of the few dungeons in the game with more than one path...
I've yet to play any MMO that the dungeons weren't linear paths to the bosses. Yeah, sometimes they come up with something a little different. I remember WoW having the dungeon that was like an arena and you could end up with different bosses each time you ran it. Except I believe the final boss was always the same. But overall they're pretty much the same. One idea I think would be doable would be to have a chance for an NPC to appear who assists the boss in some way. Maybe provides some healing or shielding for the boss. Nothing too extreme but enough to require some extra effort. This would grant an extra piece of loot and/or exp.
I feel you on that, i LOVE skalla but its so dam easy, i actually fell asleep during it for a few min, but we still made it fine with no one dead and i got 3 mvp... oh and i was the tank xD
nothing they can do will, in reality make dungeon crawling anything more than what it currently is. Take your gold standard dungeon. It, as far as my experience goes, is the dungeon I see the most people just up and leave right at the start. They zone in, go, "ah hell no" and zone out. Why? because people who run the DF's are in spam mode, skinner box reward hunting and deviating from what's fastest and easiest is a no no. It's simply the nature of MMO gaming, because you can and often do run the same stuff over and over and over that, being novel and unique is GREAT the first time, it gets old the 5th time, and people start avoiding it around the 10th time. That said, the devs may try and make a few instances different enough to spice things up, but it isn't worth the effort to do it more often than that for content that essentially becomes grinding fodder. Better, IMO, that time spend on making the fights the matter, the boss fights, primals, raides, 24 mans ect interesting and leave the trash to being trash. YMMV of course.3-8 trash mobs- - - Boss - - - 3-8 trash mobs- - - - Boss - - - 3-8 trash mobs- - - Boss
Very very few dungeons differ from this formula, Bosses are completely fine in design difficulty and execution the trash between is so boring and monotonous for many dungeons. Their are some that follow the exact formula but with a twist like like hazards unexpected tank buster moves (Final sting) or debuffs or just massive aoes but so far that’s been more rare than I like it to be
Aurum Vale is the gold standard imo, it’s difficulty with the trash is suberp and bosses really make all parties focus not just the Healer.
A example of the worst is Sohm Al (Hard Mode) where I did the whole thing half asleep. I actually crashed mid fight and was still alive made me feel kinda pointless. All the dungeons getting easier doesn’t help much either
The problem is that they are brain-dead easy. There needs to be some content that is between the current dungeon difficulty and extreme difficulty.
I am not a fan of the WoW mythic speed run aspect but the difficult increase is something I really like.
Last edited by kartana; 07-31-2019 at 05:35 AM.
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