You have a point there. I spent a lot of time in ishgard restoration, but theres a few patches where that was the main content and if you didn’t craft you just didn’t really get a patch. Like 5.41 I think.
They also added a lot of quality of life stuff such as photo mode, fashion accessories new triple triad tournament, which I guess they include when saying ‘biggest patch ever’ but isn’t really seen as content by most.
My thing is, I think more than 1 dungeon is unecessary because they are all the same. What I'd actually want is something different- 1 MSQ dungeon and 1 "extreme" dungeon. Make it a new concept, like an actual hard (hard hitting, higher hp) dungeon, that is not linear, it would have more than 1 route and extra bosses, maybe the mechanics would be harder (like bozja critical engagements) change a bit every run (or at least random buffs and afflictions every run) and make them have unique rewards, like an armor that looks great for glamour, but has more stats or higher IL than the MSQ dungeon gear (maybe similar to the normal raid gear).
The problem I have with dungeons is that they are way too easy, we need a new variety of dungeon that is harder and more unique, like I described above or something else that sets it apart. If we had this harder variety of dungeon I'd advocate for more dungeons, yes, I just don't want another faceroll easy dungeon.
I heard ESO has a difficulty of dungeon that is like that, and maybe mythic + in wow (I don't know what mythic + is exactly, just hear people talking about it in this context).
I think everyone agrees that a new type of dungeon content like this would be good for the game right?
Last edited by Starshower; 03-29-2021 at 08:55 AM.
I really just want Expert Roulette to have more stuff in it. Badly. If they were able to make some 'Unreal Dungeons' - literally the same old stuff, just higher stats - and put them in the EX Roulette, I wouldn't care (much) if some patches had 0 truly new dungeons.
Just wanted to point out, when SE says "The biggest patch ever" they were not specifically clear what qualified as "biggest". Yoshida mentioned a huge number of battle sounds, for example, compared to other patches. There was also a lot of content dropped in with the Nier raid in that patch if memory serves.
Anyway, just "Large Patch" does not necessarily equal "Lots of stuff to do".
Personally never been a Dungeon fan, but that's partially me favoring DPS classes and hating being in queue for 15+ minutes at a time. As others have pointed out, though, they tend to feel same-y with wall pulls, boss, repeat. My overall interest in dungeons will change only when maps are completely randomized, there's loot worth finding in chests, and varied objectives appear within the dungeon that's not just fasterfasterfaster, DD is not this, for the record, as I've otherwise viewed it as a trial run for at least the map randomization.
Rest of me just wants the open world to mean more. FATEs still need to be more rewarding to tempt people into them outside of special events or for a relic. They're certainly not an alternative to leveling after a point and I'd barely call them a supplement. Things like the Maidens and bi-colored stones were a step in the right direction, but similar to DD, it's sorta like they started with an idea then gave up after step 1.
Not unrelated, but more aggressive actions against RMT and bots of all sorts needs to kick in so the economy related to all of these things can become more profitable to the player. Both farmability and multitasking can be a pretty important aspect of a player's choice in activity. Right now, too much of the game is to specific in being for EXP, or for gil (if you're lucky a la maps), or solely dedicated to something like a relic. More NPC failsafes also need to exist for item demands so some things aren't just straight to vendor trash. Hell, ways to further augment the Ironworks/Shire/Scaevan gear within their respective level gaps could go a long way here alone.
I'd really just want it to be less formulaic. Some patches need/deserve more dungeons. Some patches are fine with only one (or maybe not even one at all but instead more trials or something). It would be nice if the development resource was more focused on what the patch/story/game needs at that point in time instead of having to stick to a hard and fast rule of "1 Dungeon or 2 Dungeons."
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