A higher difficulty dungeon is fine. It doesn't have to (and shouldn't) be a timed run dungeon.People say the same about Extreme and Savage and those aren't making you quit the game, are they? Extreme/Savage level dungeons also have the advantage that it's a lot more realistic to do them solely with friends, given you only need 3 buddies, as opposed to the 7 you need for Savage.
The reason why dungeons have been boring these last few years are a combination of two things. The amount we get and they all use the same formula, kinda like if an amusement park had a bunch of roller coasters that was all the same except the paint and some random things on the side, still the same roller coaster even if one has an elephant on the side and one has a panda.
The right way to deal with dungeons, and as a result the expert roulette, being boring is not to add less dungeons, the solution is to change the formula.
But how can they change the formula?
A dungeons does not need to be 3 bosses, it can have everything from 0 - however many they want. How to deal with the loot? Just throw it all in at the end.
A dungeon can have traps.
A dungeon can have exploration, even if it is just the illusion of it.
A dungeon can have hidden bosses.
A dungeon can have parts that are randomly generated.
There are so many things that can be done here, but I guess reducing the amount is cheaper and frees up resources for single player story related content that we will only play once.
Cannot +1 like this comment enough! That is the exact kind of variety I've been pining for dungeons, AND if 1 dungeon per patch would bring us any of that I would not mind at all just getting one fun dungeon.
Exploration and hidden bosses especially are something I'd like to see, because there has been something like that in this game too. Kinda. Storytime:
- Me, as tank, and my pocket healer were running Amdapor Keep together long ago, and she decided to check out if Demon Brick chest would give us the minion. Random DPS sounds like he is about to start whining about us going off the trail. Chest gives us minion, random DPS gets it, his comment: "Oh".
- Me, as tank, and my pocket healer, again, were running Brayflox's Longstop, and I decided to lead us to kill the Coeurl "miniboss". I just like that it gives those nice rings for low level. Random sprout seems confused about us going off the trail, but follows anyway. Chest gives us ring for the sprout's class, his comment: "Oh".
Nothing special with those happenstances, BUT for some reason stuff like that lingers positively in my mind. Unlike any random expert roulette dungeon.
Bardam's Mettle's mechanics only 2nd boss was cool too. SE could build boss like that again. Something like Amdapor Keep HM's trashfight against the clock with 3 Demon Wall's closing on you could be also cool to see again.
I would like all of these ideas but they will never come about because dungeons are so similar for a reason. A very vocal player base wants as little to do with dungeons as possible and already despises every moment they spend in them, so anything that would make them longer by even the merest of minutes would cause a riot among them. If anything dungeons will become shorter and even more streamlined, or possibly removed all together eventually and turned into short solo instanced runs, but that would require a great deal of change to the game. I am not very optimistic for the future of dungeons or really any content that is not savage or ultimate, at least that is where I feel most of the dev time is focused and probably why they are further reducing dungeon releases.The reason why dungeons have been boring these last few years are a combination of two things. The amount we get and they all use the same formula, kinda like if an amusement park had a bunch of roller coasters that was all the same except the paint and some random things on the side, still the same roller coaster even if one has an elephant on the side and one has a panda.
The right way to deal with dungeons, and as a result the expert roulette, being boring is not to add less dungeons, the solution is to change the formula.
But how can they change the formula?
A dungeons does not need to be 3 bosses, it can have everything from 0 - however many they want. How to deal with the loot? Just throw it all in at the end.
A dungeon can have traps.
A dungeon can have exploration, even if it is just the illusion of it.
A dungeon can have hidden bosses.
A dungeon can have parts that are randomly generated.
There are so many things that can be done here, but I guess reducing the amount is cheaper and frees up resources for single player story related content that we will only play once.
Dungeons are basically all the same thing. Strait Path => Kill Trash x2 => Kill Boss => Kill Trash x2 => Kill Boss => Kill Trash x2 => Kill Final Boss.
The backgrounds and stuff are well made but all dungeons at the core are more or less the same.
This announcement does not bother me if they are using the development time to make more unique content, which FFXIV badly needs. Or if they are actually making real dungeons that are not linear.
Now if this is because trust or something are making dungeons take a lot longer to code... then it is a horrible move on their part. Have to wait and see I guess.
That's what saddens me about the dungeons we have. some have really well made environments that you don't get to explore. I did like what they did with the copied factory where you can enter the map after the raid to look for stuff inside. They could carry on and extend this idea to allow us to further explore the dungeon after we complete the duty and make different paths etc. The dungeon duty itself could be restricted to the linear path so that no one complains about having something like Toto-Rak maps. But once you're done, you can go back and do more stuff inside.
Agreed, it's a pretty neat feature and I hope we see more of it.That's what saddens me about the dungeons we have. some have really well made environments that you don't get to explore. I did like what they did with the copied factory where you can enter the map after the raid to look for stuff inside. They could carry on and extend this idea to allow us to further explore the dungeon after we complete the duty and make different paths etc. The dungeon duty itself could be restricted to the linear path so that no one complains about having something like Toto-Rak maps. But once you're done, you can go back and do more stuff inside.
When the game's story becomes self-aware:
Just to piggy back off this. I wonder how well it would go over if a dungeon was your introduction to the next area of the game. Have some fantastical, structured journey through an area before being let loose to explore it as an open field.That's what saddens me about the dungeons we have. some have really well made environments that you don't get to explore. I did like what they did with the copied factory where you can enter the map after the raid to look for stuff inside. They could carry on and extend this idea to allow us to further explore the dungeon after we complete the duty and make different paths etc. The dungeon duty itself could be restricted to the linear path so that no one complains about having something like Toto-Rak maps. But once you're done, you can go back and do more stuff inside.
I'd love that, honestly. Not every time, ofc, but used sparingly that could be a really neat tool.
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