As the title say, would you prefer they keep the current format of 1 dungeon per patch (2 dungeons in expert). Revert to 2 dungeons per patch (3 dungeons in expert) or would you like something different.
As the title say, would you prefer they keep the current format of 1 dungeon per patch (2 dungeons in expert). Revert to 2 dungeons per patch (3 dungeons in expert) or would you like something different.
Everybody would always prefer more content. It aint gonna happen.
There wasn't a mass protest when it dropped. The game made more money then ever.
This is the new normal.
I think the current 1 dungeon per patch is good enough, because old dungeons are being forgotten some time after release, so I'd rather see SE put resources somewhere else.
Seriously who does dungeons? Many people cap outside of them like A trains. 1 dungeon per patch is fine. I like the format for the xpac dungeons but for the most part once you clear them how many go back and do them again.
Like someone said more content will always be better but heavily depends on dev resources really.
True but I wouldnt think those two are related, i am assuming it made more money than ever because it is one of the best casual friendly mmorpgs out there with a lot of content and with a reputation of a friendly positive community so it makes sense it is only growing according to data from places like mmo population.
And since the main competitor isnt doing very well even more reason people are jumping on this game.
The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.
For a long time we just had 1 main scenario dungeon and 1 "hard mode" dungeon. The reason for the "hard mode" dungeon was to fill the game with a variety of dungeons to do. We have plenty of dungeons in the game now, so we only need the 1 dungeon that adds to the main scenario now.
The experiment actually began almost 4 years ago in Stormblood where we only got 2 "hard mode" dungeons in the entire expansion, so all that happened recently was not producing the rest of them.
The resources are being put into other things like the relic areas, MM Extreme, DR and DR Savage.
I like that every dungeon that we get now is linked to MSQ. In stormblood, only 3 patches had a dungeon linked to the MSQ, while on shadowbringers we will get 5, one for each patch... It makes the MSQ more engaging in my opinion, since you have dungeons a lot more frequently to spice up the gameplay. I don't see the need to have 3 dungeons on expert roulette instead of 2, all dungeons are linear corridors with 3 bosses, I don't know how having more of them would be useful, the only thing that changes are the visuals, the mechanics are always easy.
I prefer 1 dungeon per patch, but I was expecting more battle content elsewhere with it. In SHB we did not get that. Instead we got more crafting and gathering content, which was fine, but at the same time was crazy overkill. We basically received enough gathering and crafting content for 3 expansions worth in SHB.
2 dungeons and hard ones. People say resources go to other content, but I don't see where it is.
1 per patch is ok because all Dungeons are the same. Less dungeons means more time to do other things.
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