

In any case, it won't be the tank you bring for speedruns I think xD
I wouldn't really fret about Savage dungeons until we have a little more idea of how they're designed and where the difficulty is supposed to come from. I don't expect them to just be regular dungeons except the healing/mitigation checks are turned way up (though it's certainly possible).
Maybe they really are focused on burning down basic AoE packs with high damage numbers, and WAR is the only playable tank.
Maybe they're almost entirely moving from boss to boss and you really do get raid-style all-magic tankbusters every 20 seconds and DRK is the easiest tank to heal by a mile.
Maybe the healing/mitigation check is a joke but the DPS checks aren't, and GNB/DRK are considered safer picks than PLD/WAR.
Most likely, if I had to guess, the raw tanking/healing/DPS requirements won't really be much higher (if at all) from doing leveling dungeons or Expert roulettes as a fresh 90 in AF, and the difficulty will come from mechanics, with something akin to Twice Come Ruin that forces you to take them seriously.
Maybe they're something that SE plans on making into a semi-important part of the game moving forward, and they'll be mindful of relative class balance, or maybe they view them as akin to solo Deep Dungeon niche content, where the majority of classes in the game will be, if not completely nonviable, then drastically worse than the handful of classes that are specifically good at it, and SE just views that as being okay.
Keep in mind also that there are different paths down that dungeon supposedly. So one or more of the tanks will suck down certain paths, and the playerbase will figure those out and probably have a guide on which paths to go down as X tank within a week.


Not in "Another" or Savage modes.
Normal Mode is basically a Deep Dungeon: no role restrictions, 1-4 players with a 4-player matchmaking option. This is where you get the branching paths. It's made to be played whether or not you have any tanks, or have a party full of them, regardless of what branches you take, and will have NPCs supporting you.
It'll really only matter what job you have if you choose to solo run the place, and even then it's not like PotD floors 101+ or HoH 31+ where the challenge mode extends off a solo run.
"Another" is Light Party only with role restrictions, fixed dungeon and story structure (no branches), with limited resurrection options similar to Baldesion Arsenal.
Savage then takes those restrictions and adds: premade parties only, zero resurrections, enemies get stronger if you don't burst them down fast and will revive if you wipe.
In these it will matter what tank you have, and you won't have a "different path" workaround.
Last edited by Archwizard; 07-13-2022 at 08:11 AM.
Branching paths is in normal mode only, and I'm assuming it won't be harder than your average leveling dungeon so balance won't be a huge deal there. Lot of unknown details though until they give more info.



Well to be honest, if the meta of these dungeons is just two wall to wall pulls, a boss, repeat 2 times, then I think theres a bigger issue with that system than the Tank Balance.
I'd much rather see them be more like high floors of Deep Dungeons, where mobs have mechanics, can be dodged, and its about picking your fights rather than braindead AOE spam


Feeling like dungeons are actual dungeons in the more traditional roleplaying game sense would be nice, maybe not *all* of them, i know they are used as a vehicule for the story, but side dungeons being like that would be cool. Heck make them a separate categorie of dungeons for duty finder and roulette so people who just want quick and W2W dungeons don't have to do them


Huh? None of that made sense other then the last partI'd say Cloud is actually a good example since he is conceptualized as a Mystic knight/Dark knight. Otherwise the Dark Knight draws big inspiration from Guts, who is deceptively quick with his swords despite their size, especially when he uses the berserker armor, which would be our delirium/dark side equivalent. So DRK being quick with the heavy weapon because of dark magic would work
Let me simplify what they wrote so it makes sense.
Cloud attacks fast despite having a giant sword.
Guts attacks fast despite having a giant sword.
DRK takes inspiration from both Cloud and Guts.
DRK should attack fast despite having a giant sword.
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