............
............
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.
The gear as another brought up is part of this, the first time through when people had min ilvl gear is much harder than now with max ilvl. And also that I believe is a key addressment of the new item level curve we're going to get, things are not going to get out of hand so quickly which will help challenge stay consistent and healers 'healing' stay an important facet longer (as before a high ilvl group requires less healing, leaving healer with less responsibility).
I think this is an interesting point... I'd especially love to see this point come to a tip if the progression of trusts was improved. By that I mean... you're right we could see dungeons become harder, and trusts would be a means for those, for whatever reason they may have, to avoid the higher pressure (keep similar completion time goals as they are now for trust and DF/PF respectively), and as for progression I just mean currently they have a progression that simply acts as a gate but has relatively no interest value (leveling them up doesn't make them go faster really, say unlike squadrons which is WELL worth the time if you're into that type of content). I'd love to see the trusts get their own progressions, they could share a merit sphere whatever system or they could have personal quests / what have you. But it would be nice to be able to develop them (and as they are now they'd be quite slow, but functional, yet progression would be actually meaningful ideally both through mechanical and story gameplay).
In a general statement, without creating massive destruction to certain concepts, I really enjoy the idea of allowing a huge variety of players to enjoy the content how they see fit. Say if trusts were instantly 200% faster than the best PF... then it would wreck DF and most of PF, that'd be horrible, but say I don't think squadrons destroyed DF, at least I feel lol, and they're more interesting to 'progress' mechanically than trusts, yet I Think there could be more fun in general, like maybe you can unlock different merits but only equip X, such that you might choose between an EPIC buff super useful in boss fights, or there might be this devastating aoe attack making trash packs melt, and then you'd have to choose between them (slightly akin to how Diablo 3 has companions).
Last edited by Shougun; 09-30-2021 at 04:05 AM.
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.
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.
Dungeons have slowly been getting reduced expansion by expansion for other even more casual content. I doubt they'd release a whole new tier of them.
Warrior and Paladin have solo Paglth'an. That's how massively undertuned they are. Even at min ilvl, dungeons have been laughably and embarrassing undertuned lately.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.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Dungeons are for people who only play for the story and only have the gear they picked up in the last dungeon, so they are never going to present much threat to those of us who play regularly, gear properly and do rotations correctly. The best fun we can get out of them is doing them faster, skipping more things and maybe even soloing.
I'm well aware. Just because they're story focused doesn't preclude them from having some measure of teeth. No one is asking for Extreme or Savage level difficulty here but for mobs to require more than a pulse. When a tank can entirely solo a dungeon meant for four players, it's utterly ridiculous. As Roda pointed out, it reduces these story dungeons to slogs people blitz through. Incidentally, it's that entire lack of bite that has pretty much standardized wall-to-wall pulls. If mobs somewhat threatening, you'd have a more reasonable argument not to pull everything.Dungeons are for people who only play for the story and only have the gear they picked up in the last dungeon, so they are never going to present much threat to those of us who play regularly, gear properly and do rotations correctly. The best fun we can get out of them is doing them faster, skipping more things and maybe even soloing.
And I sincerely doubt dungeons were ever designed to be soloed. Not upon release at the very least.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
The second an MSQ story dungeon (including max-level story dungeons) becomes too hard for players to get through because of 'teeth', there will be a max exodus of players who quit because of frustration.I'm well aware. Just because they're story focused doesn't preclude them from having some measure of teeth. No one is asking for Extreme or Savage level difficulty here but for mobs to require more than a pulse. When a tank can entirely solo a dungeon meant for four players, it's utterly ridiculous.
Sounds ideal? Wildstar called and wants you back.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.