
you realise people have differeing skill levels and may really just enjoy the story and can play to a bare minimum.Why does [I like story] equate to [I'm too stupid to hold a controller]? That's simply not true. Casual also doesn't mean brain-dead and yet SE pretends it does. And it always baffles me how complacent the community has gotten. Like it's unheard of for games to have difficulty settings.
It makes me sad to see that new players sometimes don't even get to see half of the boss mechanics anymore.



Most of those special mobs in my experience just get blasted or stunned to oblivion. Good example are the lava slimes in Sahm Ahl Hard. If there is something special, the group does everything it can to remove that special. WHM are particularly good at this with Holy. I honestly don't know if there are any special mobs in ShB mostly because of Holy.
This I fully agree with. I don't care at all about the mobs, but the bosses I wish could live longer to actually do their cool thing. Maybe make the max item level lower or perhaps the stat squish will take care of it?

Remember in THIS game rpg comes first. So long as dungeons are tied to story and are mandatory for story progression, it probably won’t happen.. personally i am just fine with that. I like games to be more laid back. I don’t join anything passed hard mode because things get annoying at that point.. And even then I don’t often do hard dungeons unless it is an unlock, so usually I only play it maybe twice if a friend wants to unlock and wants a fast que. You want difficulty play extremes. There are difficulty levels for a reason I imagine.
Of course they could make things like squadrons more easily accessible, co-opable, and make those npc players level faster with less time and effort so that they can be used almost from the get go and for all dungeons .. make those dungeons the easier ones and scale up difficulty for dungeons with real people.. tho this might have a negative effect for que times.
Last edited by Chawan; 09-25-2021 at 02:25 AM.





Counterpoint. Dungeons are mandatory, and if you want your mandatory content to be the main content representing your game, you don't want it to be repetitive and dull. And after 8 years worth of dungeon content, the pretty reskins of the same dungeon format has gotten stale as hell.
"Interesting" doesn't have to mean "difficult." It just means shake up the format a little.
I would be much less likely to expect speedruns in my dungeons if getting the dungeon over with as fast as possible wasn't the most interesting interaction I could do with the instance.
Last edited by Roda; 09-25-2021 at 02:28 AM.
~sigh~



Wouldn't it be awesome to have 3 different scenarios for dungeons set on random or even more? I don't think difficulty is the real problem. Making the same encounter on different maps or different reactions by the boss. Trash packs I could care less about. It would be a lot of work for the devs but I think it would be the first of it's kind.Counterpoint. Dungeons are mandatory, and if you want your mandatory content to be the main content representing your game, you don't want it to be repetitive and dull. And after 8 years worth of dungeon content, the pretty reskins of the same dungeon format has gotten stale as hell.
"Interesting" doesn't have to mean "difficult." It just means shake up the format a little.
I would be much less likely to expect speedruns in my dungeons if getting the dungeon over with as fast as possible wasn't the most interesting interaction I could do with the instance.
Enjoy Life you only get one.





I've always had this thought of a dungeon that rotates between 4 different phases as opppsing factions rotate their claim on the area, while the fates around the entrance rotate with it. (Say week 1, faction A claims the territory and you are there to weaken their hold, week 2, faction B sieges it now that A is vulnerable and you are there to create chaos, week 3, B claims the area, and week 4 A attempts to retake it.) Allows for a lot of asset and mechanics reuse, but you get a different experience each week for a month because of how the mechanics overlap and interact.Wouldn't it be awesome to have 3 different scenarios for dungeons set on random or even more? I don't think difficulty is the real problem. Making the same encounter on different maps or different reactions by the boss. Trash packs I could care less about. It would be a lot of work for the devs but I think it would be the first of it's kind.
~sigh~
I'd kind of like sections in the general 4 player duties that don't feature a gimmick enemy blocking progress and just has groups of normal enemies to actually have random enemy spawns where the things that appear and the quantities of enemies could be different each time you did the duty.I've always had this thought of a dungeon that rotates between 4 different phases as opppsing factions rotate their claim on the area, while the fates around the entrance rotate with it. (Say week 1, faction A claims the territory and you are there to weaken their hold, week 2, faction B sieges it now that A is vulnerable and you are there to create chaos, week 3, B claims the area, and week 4 A attempts to retake it.) Allows for a lot of asset and mechanics reuse, but you get a different experience each week for a month because of how the mechanics overlap and interact.




Not really? At least not if they're the current difficulty of Expert where I could roll my face across my keyboard and still clear. Difficulty is absolutely a factor here. While it shouldn't be hard, it should require more than a pulse. Having three different scenarios might be neat the first time, but it'll just grow stale quickly if it winds up being the same set of trash mobs and bosses that die after a mild breeze.Wouldn't it be awesome to have 3 different scenarios for dungeons set on random or even more? I don't think difficulty is the real problem. Making the same encounter on different maps or different reactions by the boss. Trash packs I could care less about. It would be a lot of work for the devs but I think it would be the first of it's kind.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."



What you see here on the forum, and what you see in the game, are two completely different worlds.
You'd think, reading these forums, that everyone playing this game is extremely skilled, and the dungeons are too easy.
Then you log into the game, do a roulette, and the tank doesn't know what a cooldown is, the healer hard-casts Cure I, and the DPS stand in the bad.
Dungeons are part of the story, and as long as that's the case, they can't be harder.
For balance, not the extremely skilled elite, made up of forum posters, but the actual player community in game is relevant.
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