What i do like on the latest dungeon is the first long pull, it think its about the largest pulls we ever got, which is kinda fun even when its just trash.
What i do like on the latest dungeon is the first long pull, it think its about the largest pulls we ever got, which is kinda fun even when its just trash.
As a relative new player (started playing in january), I just started ShB content, and i think one of the mayor problems is that, maybe since HW, all the dungeons are pretty straight, you only need to know bosses' mechanics, but not about the dungeon itself, like in Hakkune Manore, or The Tam-Tara Deepcroft, were you need to do little things in order to be able to advance, or do a little backtracking, most new are just advancing, and defeating enemies, with no interaction.
Is it really, though?As a relative new player (started playing in january), I just started ShB content, and i think one of the mayor problems is that, maybe since HW, all the dungeons are pretty straight, you only need to know bosses' mechanics, but not about the dungeon itself, like in Hakkune Manore, or The Tam-Tara Deepcroft, were you need to do little things in order to be able to advance, or do a little backtracking, most new are just advancing, and defeating enemies, with no interaction.
Players will always try to find the path of least resistance. This is especially true for Tam-Tara (since you also mentioned this). "What about that alternative corridor? Nah, nothing's special in it, let's just push through."
There is no incentive in traversing through the alternative & optional paths in ARR dungeons besides maps completion achievement and for some of them, GC hunting log. Another example is Sunken Temple of Qarn. I've been seeing more and more players who don't even bother trying to do the puzzles correctly before the last boss, because it's simply faster to skip those two face statues we encounter and power through the ambush trap. Extra rooms? What's that?
Heck, even Sastasha gets similar treatment, first timer or not. "Map achievement? What's that?"
Some players don't bother trying to complete all those optional chambers after the 2nd boss. In my opinion, devs moving away from designing such dungeon is a good move to avoid wasting resources from creating a potentially obsolete content. They are good on paper, but in real practice: this is what we get.
Some puzzles would be neat. I wouldn't mind that. Might be a cool idea to create some puzzles that can be rapidly resolved after learning how it works so that farming doesn't get needlessly extended in terms of how long it takes.
I personally like the feel of dungeons as-is. It's like a (insert fav food here) that you can eat repeatedly for years so long as you don't try to eat it too many times in one week.
Hard dungeons are fun once... maybe twice.
And after that, people will skip them and do whatever dungeon is the easiest. Even hardcore players, because their goal at that point isn't 'to do a dungeon that challenges me' it's 'get my tomestones fuck I just need tomestones to get this thing.'
This game used to have hard dungeons, Pharos Sirius is a good example. No one did it. People wouldn't even unlock it once they knew it was hard. Any time, ever, in the history of this game, when a dungeon hasn't been faceroll loot-n-scoots, ever, every single time... people would skip it. They'd bail in roulettes. You still see people doing this to some ARR dungeons in 2021.
The community including the hardcore have shown through their actions they do not want hard dungeons.
I would love them to include branching paths with optional bosses, and you get more reward if you clear the dungeon with all optional bosses killed.
The issue with this would be.. once the rewards were no longer relevant (IE a new dungeon came out with more gear, everyone's gotten the cosmetic/minion/mount rewards) from those branching paths... no one would do them anymore, it'd just be the fastest path to the end for tomestones. And then the problem would crop up in Duty Finder: someone doing it for the first time vs 3 people who have already mined the optional paths for the rewards and don't need them means that the new person gets pushed down the straight path much like how sprouts would get pushed to skip cutscenes in Castrum and Prae until the Devs made the cutscenes unskippable.
The dungeons don't need to be long. They simply need to be more challenging. The reward for doing them well will be a speedy run.
If it is already determined that leveling dungeons will not be fun content, we don't need them as in-game chores. Just have the game automatically mail me gear when I ding. How can FFXIV have so many beautifully-designed classes and no lowbie content where I can use them? It is like having a sportscar that is not allowed to go above 40 mph, shift gears or make turns.
![]() |
![]() |
![]() |
![]() |
Politique d'utilisation des cookies
Ce site Internet utilise des cookies. Si vous ne désirez pas avoir des cookies sur votre appareil, n’utilisez pas le site Internet. Veuillez lire la politique d’utilisation des cookies de Square Enix pour plus d’informations. Votre utilisation du site Internet est aussi soumise aux conditions d’utilisation et à la politique de confidentialité de Square Enix ; en utilisant ce site Internet, vous acceptez ces conditions. Les conditions d’utilisation, la politique de confidentialité et la politique d’utilisation des cookies de Square Enix peuvent aussi être trouvées en cliquant sur les liens situés dans le menu au bas de la page.