It's still likely to be a contributing factor. Potentially the final straw that caused them to cut the number of dungeons down further. Just speculation, of course.
It seems we get two Trials though? even without an EXT mode for that one it could be a welcome change. If no second dungeon means more smaller things like that, I'm all for it.
6.x series, they're reducing the amount of dungeons from 1 each patch to 1 each other patch to free up dev time for "other content".
Good news for those who like trials, I guess, but I'm not a big fan, especially because you have to do Ex in order to get any actual rewards.
And I would be ok with it lol.
Max level dungeons don't really bring anything to gameplay and fade out of their hype quite fast. Sure they have MSQ relevance and sometimes nice setting but no interaction whatsoever with level cap gameplay. If dungeons were different and gave actual useful stuff (and not just be a expert roulette trash pool) like alternative relevant gear, relic or crafting mats, unique rewards like glamour mounts and all, or just be actually challeging, then perhaps it would be worth investing more resources there when you know people would get in more regularly.
Now of course I see some players like dungeons for what they currently are and that's ok. People like different things in the game.
Leveling dungeons are different because they do help gameplay.
Not sure what to think of this. If it meant we'd be getting more interesting and diverse dungeons then it's a good trade off. If it just means less dungeons then I'm not so sure. I have no great desire for Hard modes or more difficult content but I do enjoy doing runs at least to cover off my dailies so even less diversity would not be a good thing.
i dont think its much of a big deal
Dungeons are just very samey at this point so 1 new dungeon a major patch is fine
Last edited by Duskane; 12-14-2019 at 10:10 PM.
As far as I'm concerned, they've only ever been adding one dungeon per patch anyway... It's always the same Trash > Boss > Trash > Boss > Trash > Boss corridor every single time anyway... Individual mechanics are tuned so low as to be almost entirely irrelevant, other than that they just paint a different bit of flavour on the corridor. They haven't done anything remotely interesting with dungeons for a long while, not from a gameplay standpoint anyway. The lore and visuals around Amaurot were outstanding, but as far as gameplay goes it's no different than any other dungeon. Best case for me, dungeons have been amazing to run through the first time (not every dungeon is as amazing as Amaurot, though) and then just the same boring corridor on subsequent runs.
Never got why they felt the need to give us multiple dungeons when they're too deathly afraid of doing anything different with them. The moment they started streamlining dungeons into the same straight line and nerfing the bosses in early ARR was the moment dungeons became frivolous.
In terms of difficulty, none of the harder dungeons in the game have a 'HM' attached to it. As far as reduced number of dungeons in an expansion cycle I guess I am not all that upset, and kind of saw it coming with their number steadily reducing since ARR. However, if dungeon releases start skipping patches then that is going to be no bueno for me.
I will say though that dungeon runs are a pretty heavy part of the game, and with their reduction in number, I can only hope that the freed up time allocation is well spent and we see and feel the results of it. I much prefer quality to quantity.
I just hope that this time around,they use the free dev time to make some actual great content.
In HW we went from 3 to 2 dungeons and the bonus was Diadem, and we all know how that went.
In SB we went from 2 to 1.5 dungeons and got Eureka, which seems to have a split in the player base. It had some good poins, but also some not so good ponts.
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