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  1. #11
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Bonus incentives to doing more in the dungeon. (Not ones to create a division among players, or ones that create a time sink but actually implemented into a regular dungeon clear.)

    Such as killing mobs faster/clearing the dungeon faster nets you more exp/tomes/gil (a similar system existed in 1.0 where more loot/chests were dropped if completed under a certain amount of time.)
    No deaths bonus such as more exp/tomes/gil (This system already is slightly present in the Blue Mage Carnival.)
    No debuff bonus such as more exp/tomes/gil (Also exists in a sense, in the Blue Mage Carnival)

    I feel this would encourage teamwork and cooperation, instead of just a silent void where people are all in disagreement on how to do the dungeon, and the only incentive is just to do it faster simply because you want to rush, with no rhyme or reason except to just get it done. Even so much as tanks and melee failing mechanics just because they dont care, or DPS classes pulling to make things go faster, even though its risky, or healers letting people die because they feel their damage is better or more important than someone elses. You know. the typical dungeon nonsense.

    As well as other such things.

    It also would be nice if the layouts werent just point A to point B kill a boss.

    Example:
    4 bosses no trash mobs.

    They can do things different, I dont know why they feel they have to keep it the exact same formula.
    (0)
    Last edited by Daniolaut; 12-07-2020 at 08:35 PM.

  2. #12
    Player
    Veliaire's Avatar
    Join Date
    Sep 2013
    Location
    Ul Dah
    Posts
    113
    Character
    Vox Velius
    World
    Behemoth
    Main Class
    Astrologian Lv 100
    Is it me or does it seem like we are getting less and less dungeons per expansion? I would just be happy with more dungeons but I doubt they'll do that. They'll just keep making less and less and less each expansion until people stop subscribing and they are forced to do more, because all they understand is money.

    If I were to go crazy and actually dare to dream... then I would say add companion-friendly dungeons. Heck, why not add more companion-centered content in general?
    (1)
    "I am Velius, the devil" - Velius, FFT

  3. #13
    Player
    Novae's Avatar
    Join Date
    Feb 2019
    Location
    Gridania
    Posts
    330
    Character
    Novae Ombreloup
    World
    Faerie
    Main Class
    White Mage Lv 90
    Give monsters slow cast death V or make them apply Amdapor HM doom followed by heavy aoes, or 100000 needles. Monsters should have adds. Killing the adds create shields/meteors or fields ( that could be triggered with specifics duty actions) the party will have to use to avoid heavy debuffs mechanics. Monsters should also try to cc the healers. Or apply reflect.
    This way, it would make w2w pulls impossible, and force everyone to think/quickly react instead of just spamming their aoes mindlessly.
    (0)

  4. #14
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    I would like something more akin to 1.X dungeons. Longer, with more paths you're not forced to take, with different rewards depending on what you did. The time-based reward can burn though, because it would encourage players even more to just rush them.
    Maybe it would allow between 4 to 8 player and how much of the non-critical path you take would depend on the number due the difficulty.

    But I'd like those dungeons to be a separate thing from the regular light party duties. Maybe time-gate the rewards so the experience takes longer to burn out. Maybe even have a list of 4~10 reward requirements that are selected randomly each time you run.
    And have them have more unique mechanics. I'm not going to say I speak for a lot of players, because I know most just want straight lines with 3 bosses and trivial adds, but personally limited actions aside I find the ARR duties more fun to run over and over than most light party dungeons that pop from Heavensward onwards specifically because of how they're designed...

    The reason I say these would be a separate type of light party dungeons is so it doesn't get "in the way" of daily roulettes. In fact I think these could take very little grind to achieve the rewards players can get out of them, so they feel less like a chore and don't suffer from the same level of rush mentality as other duty grinds. I admit I'm not sure what kind of reward they would give. But I think they really would need to be designed in a way to try (I know this will never be 100% achieved) and get players to know what they're getting into, and rewarding endgame tomestones would probably not be a good idea.

    Honestly, even if it means daydreaming about content that will never make it, I don't find very fun at all to be constantly brushing posts off based on what you think would be "too much" for the dev team.
    (1)
    Last edited by ReynTime; 12-08-2020 at 02:25 AM.

  5. #15
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    I'd like to see a dungeon that doesn't follow the formula of trash>boss>trash>boss>trash>boss>done.

    Really, even if it's just an alternate path or getting to choose which boss to do first within the dungeon, I'll take anything at this point.
    (2)

  6. #16
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Unpopular opinion: I miss ARR style dungeons where they were actually mazes with optional paths you could explore and even get lost in, now they're just literally 3 platforms separated by corridors. As much as I abhor Mythic+ dungeons in WoW because they only encourage the go go go mentality, we really might as well have them implemented in XIV if dungeons will stay this lineal.

    That said, imagine a dungeon mode that was a mix of the standard strategy and PoTD/HoH, as in, there are still 3 bosses, but the dungeon itself is generated different every time, and part of the challenge is to find the bosses.
    (2)
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  7. #17
    Player
    gotaname1's Avatar
    Join Date
    Oct 2020
    Posts
    282
    Character
    Cap Striker
    World
    Goblin
    Main Class
    Black Mage Lv 90
    I'd like to see a dungeon with multiple paths, each leading to different 'final' bosses. With the option of continueing the dungeon after beating the final boss of a path. It be nice to get a big extra bonus if you bother spending time exploring and beating all in such a dungeon in a single go.
    (1)

  8. #18
    Player
    Vukimukinukiduki's Avatar
    Join Date
    Mar 2020
    Posts
    50
    Character
    Kaikelona Chuu
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    Dungeons without map with some random effect.
    (1)

  9. #19
    Player
    Magnedeus's Avatar
    Join Date
    Jun 2017
    Posts
    237
    Character
    Arngrim Lightheart
    World
    Zalera
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Novae View Post
    Give monsters slow cast death V or make them apply Amdapor HM doom followed by heavy aoes, or 100000 needles. Monsters should have adds. Killing the adds create shields/meteors or fields ( that could be triggered with specifics duty actions) the party will have to use to avoid heavy debuffs mechanics. Monsters should also try to cc the healers. Or apply reflect.
    This way, it would make w2w pulls impossible, and force everyone to think/quickly react instead of just spamming their aoes mindlessly.
    That would make dungeons go a lot slower because it just be a huge cluttered mess. People are already complaining about tanks being too slow and healers rescuing them to go faster. If they added such things then players would be complaining about the dungeons taking too long to complete due to all those unnecessary mechanics.
    (1)

  10. #20
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    I liked the little mini mechanics from the Alexander raids/Coil. Stormblood onward made it into harder Extreme trials.

    One dungeon in Shadowbringers included a sort of jump puzzle, of course this would go against the speed runners who want to end dungeons asap.

    Maybe have a dungeon where it's run more like a gauntlet, like one big elevator with waves of enemies and mechanics instead of bosses.
    (1)

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