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  1. #1
    Player Anhra's Avatar
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    Sep 2020
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    Ul'dah
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    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90

    Difficulty of Dungeons

    Greetings everyone and thanks for looking this thread up.

    I'd like to talk about Dungeons here, no trials, not savage/extreme/unreal or ultimate raids, just plain old dungeons that everyone does on a daily basis.

    I think there needs to be done something about them, especially about the difficulty of them, in my time playing FFXIV, i noticed the following things about them:

    - they all follow the same template, a marathon track with 3 bosses and ads in between.
    > why not create something original for once? Like those MSQ solo instances in shadowbringers where you had to do puzzles which could then lead to a bossfight

    - overall difficulty is too easy, in every expansion.
    > it is easy enough that you can clear them even with a tank missing (tested it so far in most dungeons in ARR - Stormblood including matoyas relict, which i cleared with only a BLM, a DNC and me as SCH) or healer as well (tested it on some ARR to SB dungeons so far up to Ala Mhigo, that one my FC managed to clear with a partysetup of a GNB, DRK, BRD and NIN). Oh, and we're talking about sync'd (no undersized party at max level) runs of course.

    -Bosses are far too predictable and don't do enough overall damage.
    > Thanks to their current behavior patterns, "unbalanced" runs as mentioned above are possible in the first place. This could easily be made more difficult by introducing way more untelegraphed attacks far early into the game (aurum vale would have been a good first dungeon which introduced this, but we all know how this ended up unfortunately) and allowing the boss to be more random by using its skills completely random (like using tankbusters or telegraphs multiple times in a row if you're unlucky enough), not only would this spice things up a little, it would also force healers to actually heal more (which i am sure that certain pure healer enthusiasts would enjoy).

    - Ad's are just cannonfodder in dungeons, they do have more overall damage compared to their counterparts you see sometimes out in the field, but not enough to be a actual thread, allowing you to pull the entire set as a "balanced" party (tank,heal and the 2 deeps) without much consequences as long as neither tank or healer falls asleep).
    > strenghen them, and i mean alot (maybe even double their current damage on auto attacks) Normally in MMO's, dungeon ads hit really hard with their auto attacks and use skills that could easily threaten the whole party if not dealt with accordingly. Using PotD/HoH as a reference point would be my recommendation in terms of how the difficulty of skills should be (floor 1-50 for ARR, 51-100 for HW, 101-150 for SB and floor 151+ for ShB and beyond).
    That would force players to plan ahead and use crowd controls such as stuns more wisely later on and give a sense of accomplishment for actually clearing it.

    Those are my two cents on the matter, what do you guys think about it?


    Edit (30.04.2021): After some Fieldtesting as CNJ on every single Dungeon starting at Aurum Vale and beyond, i can now say for certain that it is possible to heal every Dungeon as one, even with mass pulling. It requires some timing with swiftcast on certain Dungeons such as Bardam's Mettle and Twinning, but it is completely doable.
    (22)
    Last edited by Anhra; 05-01-2021 at 05:00 AM. Reason: added more info.

  2. #2
    Player
    SiriusSaltstice's Avatar
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    Jan 2018
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    Ul'dah
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    58
    Character
    Sirius Vagus
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Anhra View Post
    snip
    I think the problem is that dungeons are just seen by the devs as casual content at this point . And most casual content in 14 (anything with non-Savage or Ult, cause even EXs can be easy), the design philosophy is make it a faceroll.

    Your points are decent, but this game doesn't incentivize or force players to understand their job or do anything complex and hard except when its hardcore content (SSS and Hall of the Novice are not even baby steps). I'd like what you're suggesting and would love new dungeon design, but ppl even struggle with the current ones and prefer streamlined content.

    Which is a shame because the "1 dungeon a patch" really being "the same hallway with a new coat of paint" is just lazy. I'd just like a dungeon that isn't a hallway for one, especially no more of the ones that artificially limit wall to wall pulling to artificially extend it.
    (11)
    Last edited by SiriusSaltstice; 01-30-2021 at 02:02 PM.

  3. #3
    Player
    QooEr's Avatar
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    Oct 2016
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    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    leveling dungeons are actually significantly harder than endgame dungeons (not even because of the overgearing) so we could have more engaging expert dungeons realistically.
    (5)

  4. #4
    Player
    Tinibou's Avatar
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    Aug 2013
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    943
    Character
    Tiniel Cerulis
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    It reminds me of the hard versions of some dungeons we had regularly some time ago... I think it was one of best ideas they had because not only it was a more difficult content but they tied it with more story and lore about the place and so on. It's too bad that they didn't continue doing them...
    (16)

  5. #5
    Player Anhra's Avatar
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    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    It really is unfortunate, since in ARR and HW, Squeenix was already going into the right direction with bosses, like Anchag from Amdapor Keep (hard) (the Boss that looks similar to a headless Odin) who punishes people who don't pay attention with his tether or the FORMER Coincounter from Aurum Vale which had all of his Skills non-telegraphed as it should be.

    Hell, even after replaying the Final Fantasy Crystal Chronicles remake it made me realize that this old Gamecube game has better designed Dungeons than FFXIV.
    (5)

  6. #6
    Player DrWho2010's Avatar
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    Aug 2013
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    Limsa Lominsa
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    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    dungeons are supposed to be get in, get out though. I don't want to be spending upwards of 45 minutes in one.
    (9)

  7. #7
    Player
    Liam_Harper's Avatar
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    Feb 2018
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    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by DrWho2010 View Post
    dungeons are supposed to be get in, get out though. I don't want to be spending upwards of 45 minutes in one.
    At that stage, if their intention is purely a chore to be done with as soon as possible for rewards, it's worth asking why even have dungeons at all? Sure it keeps players on the treadmill, but there are probably more cost-effective ways of doing the same, especially when it doesn't matter if it's fun or not. Perhaps one reason we lost a dungeon per patch, the Devs simply thought "what's the point of using resources on this?".

    It doesn't help that they're stubbornly against Mythic+ and the "15 minute faceroll for tomes/exp" is the only format they'll consider. The fact they were happier simply deleting a dungeon every patch rather than even giving it a chance is just disappointing really.
    (17)

  8. #8
    Player
    Absurdity's Avatar
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    Feb 2018
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    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Liam_Harper View Post
    At that stage, if their intention is purely a chore to be done with as soon as possible for rewards, it's worth asking why even have dungeons at all? Sure it keeps players on the treadmill, but there are probably more cost-effective ways of doing the same, especially when it doesn't matter if it's fun or not. Perhaps one reason we lost a dungeon per patch, the Devs simply thought "what's the point of using resources on this?".
    People say they want to get in and out of dungeons quickly, but why is that? I'd go ahead and claim that it is because they are so boring. They offer nothing but those 90 tomestones once a day, it's just a bunch of hallways interrupted by a circle or square with a boss in it and they offer neither decent loot nor any kind of challenge or engagement, so of course you just want to quickly get those done and forget about them again.

    Tbh the way dungeons currently are we might as well really get rid of them, atleast all the "expert" dungeons. In terms of efficiency they're a joke compared to hunt trains, where you gain almost double the amount of tomestones in the same amount of time.
    (5)

  9. #9
    Player
    Wolfsbane706's Avatar
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    Dec 2015
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    Limsa Lominsa
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    160
    Character
    Kaplan Zereort
    World
    Marilith
    Main Class
    Summoner Lv 82
    Quote Originally Posted by DrWho2010 View Post
    dungeons are supposed to be get in, get out though. I don't want to be spending upwards of 45 minutes in one.
    This attitude here pretty much sums up why dungeons are designed the way they are.
    (11)
    Kaplan Zereort, the Forever Penniless
    Meredith Cross, the BunBun Tank
    Himeko Murata, the Pantsless HealerGreen DPS

  10. #10
    Player
    Jirah's Avatar
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    Aug 2017
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    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Wolfsbane706 View Post
    This attitude here pretty much sums up why dungeons are designed the way they are.
    Putrid to say the best thing about dungeons is that they are quick....i dont "play" anything to get it over with. and people always act like we desire Dungeon savage (which is a fun concept) but Yoship literally said they will never make hardcore content for a 4 man ALL WE ASK is that they make them interesting add a few mechs add some curvballs why bother playing anything if its just to get out quicker.
    (8)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

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