Yeah it was too bad.
Those were fun times indeed.
Yeah it was too bad.
Those were fun times indeed.
I wonder; an elegant solution might be to just make more hardmode dungeons in the future, or possibly a third tier of dungeons (so Haukke Ex, or something). Basically having a 1 dungeon with 3 possible paths, or story arcs but as 3 different dungeons.
I also wouldn’t mind revisiting previous dungeons without a hardmode/etc title. Simply a dungeon named something like “ Blah Blah (Path A)” and Blah Blah (path B)” would be fine. Allows for same/similar art, even basic layout with different corridors and bosses. Dunno, maybe that’d be too confusing?
Could also reuse some dungeons for some kind of pve content (like copied factory). Mining/botanist “dungeon” or some such.
This is my thought as well. I can understand them not doing completely new dungeons, especially if those dungeons don't really tie into the story at all and are just sort of side content. But a nice compromise would definitely be to just re-use and remix content they are already creating. It doesn't even specifically have to be for a "Hard Mode" it can just be taking areas, enemies, bosses, etc. and remixing them in alternate ways. Maybe adding new mechanics or changing mechanics here and there, of course. As an example, they could certainly take pieces of Copied Factory (just like they did in the single player instance version), enemies from Copied Factory and bosses from Copied Factory and create a 4 man version of the instance. Say the 1st boss could still be the first boss, the tank could be the second boss and Hobbes could be the final boss or something.I wonder; an elegant solution might be to just make more hardmode dungeons in the future, or possibly a third tier of dungeons (so Haukke Ex, or something). Basically having a 1 dungeon with 3 possible paths, or story arcs but as 3 different dungeons.
I also wouldn’t mind revisiting previous dungeons without a hardmode/etc title. Simply a dungeon named something like “ Blah Blah (Path A)” and Blah Blah (path B)” would be fine. Allows for same/similar art, even basic layout with different corridors and bosses. Dunno, maybe that’d be too confusing?
Could also reuse some dungeons for some kind of pve content (like copied factory). Mining/botanist “dungeon” or some such.
I wish they could just add mythic dungeon style content to FFXIV, we need harder small form content anwyays.
I understand they're not to everyone's taste and the developers want to add more diverse content, but I too am a bit disappointed to the move of 1 dungeon per patch, never more.
The pickup and relatively short time it takes to do dungeons makes them perfect content for filthy casuls like me, but knowing a dungeon will be on EX Roulette for six months now will inevitably lead to drudgery by the time it rotates out. With the relic weapon quest still about a month away I'm pretty bored right now...
Trpimir Ratyasch's Way Status (7.2 - End)
[ ]LOST [ ]NOT LOST [X]RAGING OVER DEMIATMA RNG
"There is no hope in stubbornly clinging to the past. It is our duty to face the future and march onward, not retreat inward." -Sovetsky Soyuz, Azur Lane: Snowrealm Peregrination
I'd be all for alternate paths, so long as more chests with actual gear in them can be found. With the changes to desynth I can definitely use even more gear to get rare mats from. An expansion later and I'd be appreciating this even more for once I can go into it unsynced, or with the Trusts.
If we only get 1 dungeon per patch now, I wish they would put more thought and effort into it. Ever since I played the Dragon Age: Inquisition multiplayer, I was wishing that Square would implement multiple paths, and the route in your dungeon would always change depending on your party makeup.
Tanks could break through walls, rogues could open locked doors, mages could lift and repair broken bridges with their magic. With FFXIV's different Jobs, maybe they could have other interesting scenarios, like out of reach levers that can only be accessed by a Dragoon performing their jump.
The problem is they’ve designed the game in a sense that dungeons are useless. All of the things that matter are trials.
Coil had a sort of dungeon theme to it, although ultimately the final
boss was all that mattered reward wise. Then it was steadily phased out through Alexander and gone by Stomblood. Now you just warp in straight to the boss for a raid.
So raids are trials. The extreme fights are trials. The final big fight of the game in both Stomblood and Shadowbringers was a trial. And all progression based loot drops are acquired from trials and extremes. As well as other desirables such as mounts, I think the only mount you get from a dungeon is the magitek predator.
So what’s the point in dungeons? You don’t get anything worthwhile from doing them and they’ve conditioned us to not care about them by putting all worthy rewards behind trials.
It’s a shame, as I actually like dungeons too. But this game is set in its ways now, I don’t see it getting any better for dungeons.
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