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  1. #1
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100

    Dungeons are in dire need of redesign

    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
    (14)

  2. #2
    Player
    Allooutrick's Avatar
    Join Date
    Mar 2019
    Location
    Home
    Posts
    162
    Character
    Alloou Trick
    World
    Sargatanas
    Main Class
    Scholar Lv 100
    I agree. Dungeons need some serious reworking. Shadow Bringers looks gorgeous but, it's all just linear corridors to bosses. Older content is so trivialized now that I feel like lackluster DPS as a tank.
    (2)

  3. #3
    Player
    HumanNinjaToo's Avatar
    Join Date
    Dec 2016
    Posts
    203
    Character
    Blaise Darkstar
    World
    Zalera
    Main Class
    Black Mage Lv 65
    I am not very far into the game, and I haven't experienced a whole lot of FF14 dungeon content. However, I agree with the basic premise of your OP. This is a problem in just about every MMO I've played over the years. Trash mobs tend to be boring, especially when you are really good at playing your class/role; and even more so when all party members are good at what they are doing.

    Every now and again an interesting boss mechanic will throw you for a loop the first time you run into it, and that's great. Bosses are supposed to be memorable, IMO, and they are supposed to make you work for the victory; that is until you've run the boss so many times you can do it in your sleep, which comes with the territory of grinding for gear.

    However, I also would like to see more interesting mechanics implemented in-between bosses. One dungeon I have ran in FF14 that has done this is the Temple of Qarn, where you have to kill the block enemies on the specific tiles. As simple as this was, it broke the monotony of just sprinting to the next boss. Maybe there is more stuff like this in FF14, IDK, I'm not too far into the game yet.

    I am a big fan of puzzles and interesting mob mechanics in any game. The first couple of times doing something out of the ordinary can be fun and enjoyable, before we ruin the experience with gear grind... O.o
    (0)

  4. #4
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Qarn is actually a decent example. Not only with those block enemies but also gathering up the masks to unlock additional rooms/boss room. 1000 maws has that a little bit too since you have to gather up the orbs to unlock mini bosses. It'd be nice to have more dungeons include that exploring aspect, have multiple paths with stuff hidden around to unlock other paths instead of just linear boss to boss to boss. Almost every dungeon in FF games has some puzzle involved.
    (1)

  5. #5
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,187
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by whiskeybravo View Post
    Qarn is actually a decent example. Not only with those block enemies but also gathering up the masks to unlock additional rooms/boss room.
    Qarn is a great example of why we don't have more interesting dungeons.

    Once people figured out it's faster to skip the two groups guarding tablets and just deal with the one group of extra ghosts at the end, a lot of people stopped taking the time to pick up tablets.
    (2)
    Error 3102 Club, Order of the 52nd Hour

  6. #6
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Rongway View Post
    Qarn is a great example of why we don't have more interesting dungeons.

    Once people figured out it's faster to skip the two groups guarding tablets and just deal with the one group of extra ghosts at the end, a lot of people stopped taking the time to pick up tablets.
    Even as early as Sastasha.
    All those rooms full of pirates doing stuff and the bonus treasure you get for beating them and no one does them because its quicker to ignore them and the reward for doing them isn't really worth it.
    The room where the enemy are fighting each other is pretty fun though. >w>
    (1)

  7. #7
    Player
    Typhoria's Avatar
    Join Date
    Jun 2015
    Posts
    170
    Character
    Typhoria Nightwish
    World
    Faerie
    Main Class
    Gunbreaker Lv 80
    Despite other gameplay mistakes, dungeon design and personality in WoW is really good. Say what you want about the game/community/etc itself, but at least look how the dungeons flow.
    (1)

  8. #8
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Bosses are fine as is if anything they’ve improved, just the bleek and nothingness inbetween is borderline boring. Holminister Switch is the best example of Good bosses terrible build up I don’t recall ever encountering such a bare bones amount of trash than this
    (2)

  9. #9
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
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    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by whiskeybravo View Post
    Qarn is actually a decent example. Not only with those block enemies but also gathering up the masks to unlock additional rooms/boss room. 1000 maws has that a little bit too since you have to gather up the orbs to unlock mini bosses. It'd be nice to have more dungeons include that exploring aspect, have multiple paths with stuff hidden around to unlock other paths instead of just linear boss to boss to boss. Almost every dungeon in FF games has some puzzle involved.
    A constant counterargument is that a puzzle dungeon looses its charm fast especially with how roulettes work. They can work if it isn’t required like have it drop treasure instead of making it a requirement to proceed. It can work but they never attempted with bosses and music taking in the spotlight. Even raids have been reduced to just be boss how soon will this happen to dungeons?
    (0)

  10. #10
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Jirah View Post
    A constant counterargument is that a puzzle dungeon looses its charm fast especially with how roulettes work. They can work if it isn’t required like have it drop treasure instead of making it a requirement to proceed. It can work but they never attempted with bosses and music taking in the spotlight. Even raids have been reduced to just be boss how soon will this happen to dungeons?
    I don't think it would matter so long as they remained in that 15-20 min range. Obviously no one is going to want to mess around in a leveling roulette for 45 mins completing puzzles, but if it's a thoughtful enough design it shouldn't be an issue. Hell even something like what they do with treasure maps, could have doors that open up a random path so it's not the same pull every single time you run a dungeon. I'm still waiting to see 8 man dungeons where the group can split off and clear different areas before meeting up for a final boss.

    There's a lot they could do honestly.
    (1)

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