FFXIV needs mythic plus dungeons IMO
Preferably without the BS of the Vault or the Keystones themselves.
A relatively low initial development cost to exponentially increase the enjoyable playtime per development hour spent on dungeons, all while providing incredibly fine and self-directed difficulty levels that'd allow for otherwise nearly inexistent midcore play? Yeah, I'll take that.
Personally I feel we should have a higher item level dungeon for Expert. If you got Expert unlocked then that means you're at max level and are sporting some pretty high end gear and 490 isn't considered as "high end" anymore. In my personal opinion I feel that those 2 dungeons should be included in the normal Level 80 Dungeons roulette where people are still trying to get gear and story progression and for Expert they need to be tuned up close to the current max, like 510 or 520 minimum. We also don't need 490 gear at endgame but some extra rewards that can benefit us at endgame wouldn't go amiss.
Last edited by geekgirl101; 09-29-2021 at 01:14 PM.
Gaius van Baelsar: Nor is this unknown to your masters. Which prompts the question: what came first, the chicken or the egg?
because the rewards are needed to progress.Excellent points all around, but your post brings up another issue I've seen repeated in this thread. Specifically, the part I just quoted.
Why is it only about the reward? That's the fallacy in the argument. If people just want a challenge, then shouldn't that be the reward in and of itself? Assuming that's what they are really after, the challenge. Not brain dead content.
If SE offers a more difficult dungeon than what we have now, but as you say, no one plays it when an easier alternative exists, is that not a player problem? Because if you go with that argument, it sounds like the content you're looking for is actually out there, you just don't want to play it because you can do an easier dungeon and gain the same reward for doing less work. (Not you specifically. Just you in general.)
as much as i like doing doma castle im not going to manually queue for it because i need the tomestones to buy gear.
Then again, that's a player problem. And that is EXACTLY the same point I made earlier in this thread. In fact, I called that out specifically. Dungeons are designed the way they are now so you can experience the story first and foremost, but also for people to get their tomestones as fast as possible and move on.
If SE makes MSQ dungeons more difficult, that is a potential roadblock to your point and to this very thread. Because I think far more people would rather get through their daily roulettes as quickly and as efficiently as possible (how many threads have you seen on here decrying the slow pace of some tanks) rather than have to figure out harder mechanics. Which, again, that content exists. It's out there. You just don't want to do it because easier alternatives exist.
As pointed out, Pharos Sirius was an example for a harder-than-usual dungeon at the time, and people would bail on it if it popped for them. And the reason people bailed was (allegedly) because the reward was not good enough for the time spent in it. Which completely negates the point of the OP and this thread.
If it is indeed about the reward, then what you want is Savage/Ex where the rewards AND the challenges are greater than what you get in normal content. If what you want is just more of a challenge, then the challenge alone should be the reward you're looking for.
Would mind more challenging dungeons. ARR dungeons hard? When I played through ARR when it was current. Some bosses were tricky and a few dungeons felt like over stretched rubber band. But never found any difficult..but thats my opinion.
Yeah once again, I don't know what people are talking about when they say ARR or some SB dungeons were hard. It's completely mind boggling. There was exactly 2 bosses I remember as annoying (mind you, annoying, not hard) from when they were relevant content : Demon Wall in Amdapor, and Pharos first boss. Everything else was already piss easy back then.
SB is even more hilarious, people are talking about Bardam, there was nothing remotely difficult about Bardam.
If you think any of that was "difficult", you're closer to the "filthy casuals" you despise so much than you think.
One could also encounter wipes on the last bosses of Pharos (pre-nerf) and the Vault.Yeah once again, I don't know what people are talking about when they say ARR or some SB dungeons were hard. It's completely mind boggling. There was exactly 2 bosses I remember as annoying (mind you, annoying, not hard) from when they were relevant content : Demon Wall in Amdapor, and Pharos first boss. Everything else was already piss easy back then.
SB is even more hilarious, people are talking about Bardam, there was nothing remotely difficult about Bardam.
If you think any of that was "difficult", you're closer to the "filthy casuals" you despise so much than you think.
I think the cases made for Bardam and Doma were very specifically about their trash, though, in that they can actually hurt a bit, up from tickling.
All that does is make you stop halfway through the pull if you are undergeared. It's not like it makes you go gigabrain with CC or requires any skill whatsoever.
Make you stop halfway? No.
But it does oblige that, if you full-pull, that people actually keep up with the tank and actually burn things down before your healer and tank CDs deplete.
That's at least a step up from some dungeons since.
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