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Last edited by EnigmaticDodo; 10-15-2021 at 12:19 AM. Reason: ....
If Trusts can carry players who are in it for the story through dungeons there is def room for more difficulty and complexity in dungeon design and I hope the devs seize it.
It feels like a way to make everyone happy.
It's because of your gear. It's designed for item level 470 and it's easy to be 510-530 now. Consider that at the time of release, the max item level was just increasing from 500 to 530 so casual players that don't understand tomestones were still in 475 gear from the previous dungeon.
The leveling dungeons will most likely hurt a lot like the previous ones because of gear sync but I expect the max level ones will be easy like the one you mentioned because of the sync not being tight.
The fun I get out of them is in completing them faster and skipping even more of the mechanics.
Last edited by Jeeqbit; 09-24-2021 at 05:42 PM.
The highest ilvl gear when Matoya's Relict was released was 500, and that was overkill for it. Now that everyone is even above that, it's very underleveled content.
You could always get yourself a pre-made group of 4, and do the dungeon with the minimum ivl option to see if the dungeon is undertuned or if people are just overgeared.
Agreed. Everything in this game, except for a few things like savages and extremes for example is just WAY to easy, like cellphone level of easy, like kids game easy. Please make normal and hard dungeons at least twice as hard. Also: trash mobs shouldn't exist, please make trash mobs actually require a little bit a of tactic, care to pull, and give them some dangerous AOEs, nothing boss level, but make "trash" dungeon bosses a challenge, be creative, otherwise: why bother?
No excuse in my opinion, just poorly planed level syncing from the start, it should be better implemented really. Really the game is just way, way, way, too easy, almost autoplay. Basically there is no middle ground really, save for a few exceptions, you either have savages, extremes, or a kids cellphone game. They really need to make every normal and hard dungeon challenge, no matter the level, same goes for open world content, otherwise why bother at all?It's because of your gear. It's designed for item level 470 and it's easy to be 510-530 now. Consider that at the time of release, the max item level was just increasing from 500 to 530 so casual players that don't understand tomestones were still in 475 gear from the previous dungeon.
The leveling dungeons will most likely hurt a lot like the previous ones because of gear sync but I expect the max level ones will be easy like the one you mentioned because of the sync not being tight.
The fun I get out of them is in completing them faster and skipping even more of the mechanics.
Level synchronization should bring players way lower than it does. It's just very poorly implemented. I know there is the MINE option, sure, but the normal sync mechanic should still do more than it does, much more, while leaving a bit of room for MINE option to still be even more challenging.The highest ilvl gear when Matoya's Relict was released was 500, and that was overkill for it. Now that everyone is even above that, it's very underleveled content.
You could always get yourself a pre-made group of 4, and do the dungeon with the minimum ivl option to see if the dungeon is undertuned or if people are just overgeared.
While I do understand the desire for more challenging, lower player count content - regular roulette (despite being called expert roulette) will not be the place it is added. I know people don't like when other MMOs are referenced, but the early heroic dungeons in World of Warcraft's cataclysm expansion tried to bring back more challenging mechanics to its dungeon content and what happened was a tier of content that couldn't be completed by casuals, players sitting in queues for 40 minutes for a one-in-five chance of being able to clear the assigned dungeon.
The developer team has said in the past that they want dungeon content to be easily accessible to all the player base, which is a big part of why it isn't particularly challenging. The average skill level of players is surprisingly low.
ZulAman and ZulGurub..made famous when it was common to see this happen:what happened was a tier of content that couldn't be completed by casuals
Player zones in.
Sees which dungeon it is.
"No. God NO...JUST NO..."
<Player has left the group>
Last edited by VelKallor; 09-25-2021 at 07:37 PM.
WoW has no mandatory dungeons while leveling. FF14 dungeons are intended as “story mode”, and their difficulty level is adjusted for it. If someone wants challenge, run Savage raids when it is just released.
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