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.
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 (7.3 - End)
[ ]LOST [ ]NOT LOST [X]TRAUNT!
"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.
No, it won't
World of Warcraft tried non linear dungeons with optional bosses in multiple expansions and the result was always the same: group drama. Some want them, some are already sick to death of grinding said dungeon for currency and don't want them... flame, diss, tanks refusing to pull, group drops, abandoned runs... you name it.
It just didn't work.
Why? Beacuse exploring is a one time thing. We farm (are made to farm) dungeons for 6 months almost on a daily basis. After 3 months, no one wants to "explore" and "take their time". They want to get it over with and move on.
Bleargh.
Stupid against the clock zergfests are not things I miss from that game.
I like the concept of mobs hitting harder / getting cool abilities but the whole speed rush thing is such a turn off.
Give me brutal dungeons with the slow, tactical approach... and a guild to run them with.![]()
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.
They do not have to make the speed run aspect a primary part of it, granted that is the aspect I enjoyed most, even if they did not tie anything in regards to finishing it quickly I would still try to speed clear it. I just wish we had harder small form content idc what form it takes be it deep dungeons, mythic dunegons, or simply ultimate difficulty dungeons that vomits mechanics at you.Bleargh.
Stupid against the clock zergfests are not things I miss from that game.
I like the concept of mobs hitting harder / getting cool abilities but the whole speed rush thing is such a turn off.
Give me brutal dungeons with the slow, tactical approach... and a guild to run them with.
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.
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