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  1. #1
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by VictorTheed View Post
    You're wrong, it's not an excuse, it's my opinion and I don't apologize for what I enjoy, the dungeons have evolved visually and musically since arr dungeons like copper bell or wanderers palace, just not the way u want them to, and I have this opinion cause I am happy with the current dungeons, I don't have to join the bandwagon and say harder dungeons bla bla bla, that's what ex and savage content is for.

    I'm also more scared to run the lower level dungeons, they sink me down and take a lot my kit away.
    Im not wrong MMOs are designed to update and change why else do jobs change, and the story, and content as a whole. And here we have another misconception about this thought process. They ,including you just now, always and i mean always try to blow it out or proportion and think we want savage when a few lines ago i just said we dont want savage. I dont wanna repeat myself but reread the thread. Adding a few more mechs here and depth wont kill the roulette and even saying this theres so many other ways to gain tomes like MSQ or Treasure hunts or even Bozja. Also hate to break it to you but music and visuals are complimentary to gameplay which should be the only verdict. Why would we care if Mozart did a theme for a dungeon and it just be one boss. its a waste of creativity which dungeons usually are in the 80s
    (9)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  2. #2
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Jirah View Post
    Im not wrong MMOs are designed to update and change why else do jobs change, and the story, and content as a whole. And here we have another misconception about this thought process. They ,including you just now, always and i mean always try to blow it out or proportion and think we want savage when a few lines ago i just said we dont want savage. I dont wanna repeat myself but reread the thread. Adding a few more mechs here and depth wont kill the roulette and even saying this theres so many other ways to gain tomes like MSQ or Treasure hunts or even Bozja. Also hate to break it to you but music and visuals are complimentary to gameplay which should be the only verdict. Why would we care if Mozart did a theme for a dungeon and it just be one boss. its a waste of creativity which dungeons usually are in the 80s
    Agreed. Why the eff should the content that from day 1 of ARR was said to be the 'main' multiplayer part of the game and method of leveling be so samey, safe, tedious and brain-shutting? At 70+ there is no content 'bridging' between casual and savage tier either, other than some of the extreme trials. The "midcore" content in XIV has been nearly non-existent so at least have some dungeons that aren't literally the same thing with a different coat of paint every patch.
    (7)

  3. #3
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by VictorTheed View Post
    You're wrong, it's not an excuse, it's my opinion and I don't apologize for what I enjoy
    To be fair, it's fine to have that opinion and not wrong to enjoy something. I think for some the issue is that all the dungeons at level cap are super easy 15 minute facerolls. There's no variety. Instead of scrapping a dungeon per patch because it's a waste of Dev resources on easy content you rush as fast as possible, they could have had one regular dungeon and one Savage mode. That would keep both types of player happy.

    It's also strange how the Devs are convinced we wouldn't like a Mythic+ system and it would be too hard, when they create things like Bozja 1v1 duels, the BLU Morbol mount and DR Savage.
    (4)

  4. #4
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by VictorTheed View Post
    I like dungeons the way they are now, visually and musically amazing, the difficulty is fine cause their meant to be ran a lot so I don't want my roulette taking forever.

    The thing I wish they'd do is give us more then 2 dungeons for expert roulette.
    I'll never understand this sentiment. Nobody is forcing you to do your roulettes. And I prefer something fun over the monotony. You say you don't want them to be longer says a lot about how much fun you're actually having. If dungeons were fun people wouldn't be like OMG pull everything.
    (10)

  5. #5
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by ReynTime View Post
    The "midcore" content in XIV has been nearly non-existent so at least have some dungeons that aren't literally the same thing with a different coat of paint every patch.
    I second that notion. DR was a nice change of pace but beyond that the dungeons are absolutely boring. Too static, nothing real happens in them gameplay-wise and we've been dancing that same chestnut for almost a decade now. It's more than time for a change.
    (5)

  6. #6
    Player
    catofsnake's Avatar
    Join Date
    Mar 2021
    Posts
    30
    Character
    Yozora Scala
    World
    Sargatanas
    Main Class
    Black Mage Lv 80
    Coming back to this thread after playing qitana ravel, I was thinking; boss mechanics themselves are fine, they just need to be extrapolated on/made denser. For example, the first boss of Qitana Ravel has 2 simple attacks that are obvious in how to dodge, but create a small catch when they both come up at once. One marks one of two statues at the front of the arena to attack one half of the arena, and the other makes one half of the boss glow to indicate that it'll attack *that* half of the arena. This makes it so the tank has to orient the boss around to create a safe spot, instead of just standing at the north all the time. However, when this finally comes up, the fight's nearly already over.

    What if instead, there were 4 pairs of statues stationed at cardinal points or whatever around the arena? This could make it so you have to look around for which set of statues are going to attack, and move accordingly. The safe 'half' of the arena could be divided into safe quarters, when 2 statues light up at once. The boss' other attack could be made like titan E4S's, where it'll light up a random half 3 times, needing you to remember where to move when the attack starts, and making the tank position accordingly so that both sides are available to move to. Just, a simple extrapolation of dungeon bosses' already existing mechanics could make them much more engaging. notably, Qitana Ravel also somewhat makes its first trash pulls somewhat interesting with the 'hide behind walls to avoid the lasers' mechanic, too. The pretty environments and potentially fun mechanics are already there, they just... need to be fully used.
    (2)

  7. #7
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,079
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by catofsnake View Post
    However, when [the combined mechanic] finally comes up, the fight's nearly already over.
    How are you killing the boss that fast? I'm pretty sure we see the combined mechanic two or three times when I've done it.
    (2)

  8. #8
    Player
    catofsnake's Avatar
    Join Date
    Mar 2021
    Posts
    30
    Character
    Yozora Scala
    World
    Sargatanas
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Iscah View Post
    How are you killing the boss that fast? I'm pretty sure we see the combined mechanic two or three times when I've done it.
    I misspoke, that sounds about right. Still, it'd be nice to see that mechanic and others be explored a bit more rather than leaving it in its most simple form.
    (1)

  9. #9
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Payadopa View Post
    I second that notion. DR was a nice change of pace but beyond that the dungeons are absolutely boring. Too static, nothing real happens in them gameplay-wise and we've been dancing that same chestnut for almost a decade now. It's more than time for a change.
    A bit late with my response on that, but to be fair, the Idea with the Traps would spice up regular Dungeons quite good if they would become a thing (with only certain jobs being able to detect them, like physical ranged dps for example).

    But in order for something like this to work properly, we would need to have the auto HP regen that happens outside of combat (and inside as well to a degree) to be completely gone or reduced quite hard so that this "pure/shield healer" vision from Squeenix could work alongside it (and have them constantly on their toes). Why you ask? Because it is waaaaaaay too powerful and having it removed would put Healers in Dungeons finally on a better spot than where they are currently now.

    Bonus points if the Ressurection debuff becomes more punishing and more importantly, far longer in duration (like 10 Minutes for a -10% ALL stats squished which can stack up to 5 times, with duration being capped at 10 Minutes, but the timer resets if you die during the duration).
    (3)

  10. #10
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Anhra View Post
    A bit late with my response on that, but to be fair, the Idea with the Traps would spice up regular Dungeons quite good if they would become a thing (with only certain jobs being able to detect them, like physical ranged dps for example).

    But in order for something like this to work properly, we would need to have the auto HP regen that happens outside of combat (and inside as well to a degree) to be completely gone or reduced quite hard so that this "pure/shield healer" vision from Squeenix could work alongside it (and have them constantly on their toes). Why you ask? Because it is waaaaaaay too powerful and having it removed would put Healers in Dungeons finally on a better spot than where they are currently now.

    Bonus points if the Ressurection debuff becomes more punishing and more importantly, far longer in duration (like 10 Minutes for a -10% ALL stats squished which can stack up to 5 times, with duration being capped at 10 Minutes, but the timer resets if you die during the duration).
    They already moved away from a punishing weakness. It used to lower all stats and HP, such that when you got back up mid fight, you needed extra care and stoneskin/adlo to live through the next mechanics. I can't remember exactly when, but I think it was in Stormblood? Hard to remember, but they made it so weakness only lowers DPS stats, so that all you need is HP recovered to live.
    (2)

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