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.
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.
Going back to earlier points, using WoW as a comparison point...
It's kind of like doing normal difficulty dungeons while using a full set of gear from Raids and complaining that the dungeons are too easy.
But stated, there is also the fact that dungeons are a part of the main story, for the sake of the story they kind of have to available to be beaten by the most casual of casual players.
They could make more challenging optional dungeons, sure but those would be more of an annoyance when grinding tomestones than an actual fun challenge.
I guess I must play the game in an alternate universe. Players die left and right in dungeons I run through duty finder. If they did up the difficulty it would only chase away the largest portion of their player base. That would be an absolutely terrible decision.
Basically, this. If you've completed it already...take a break from the game. Really, nothing wrong with that and it's what the developers intend. No one that works on XIV expects this to be the only game you play. They understand that there are valleys between the content, where you'd either be making things for yourself to do or going off to play something else for a month or three.
God yes please. I don't want dungeons to be punishing, but I want them to actually engage me, especially in the non-boss areas. I'd LOVE to see more segments like the kill-hallway before the final boss(es) of Puppet's Bunker. Or the mechanics boss of bardam's mettle, but like JUST as an environmental hazard as you're trying to progress.
Or just different takes on the "go down hallway, pull a couple packs, aoe, pull a couple packs, aoe, boss" formula. It's SO TIRING. Like, I don't want to have to be in an intense raidboss setting to see fun mechanics.
Like, how about a different take on wanderer's palace's chasing tonberry? Let's get a demon wall dungeon. It could be short, mini boss rush with environmental hazards that you have to race down a hallway before it gets ya, at the end of that gauntlet is a relic that if you destroy, the demon wall becomes vulnerable and also the final boss! Hell, could even have a difficulty setting that affects the speed at which the wall advances by the lowest ilvl player in the party. (maybe difficulty affects the rare drops)
Or what about a tower defense allagan dungeon? Where the mobs come to you and you can build a couple of defensive and offensive towers to help destroy the coming allagan machines coming down the lanes? Say, waves come out every x seconds after the previous wave is defeated, or the next wave will be triggered after the last available build node is completed and no waves are currently in progress, or immediately upon a successful ready check if you just WANNA GO. Separate the party into 2-4 lanes and have the towers cover up the roles the separated players are missing. After 2 waves the walls will drop and a boss will spawn, after the boss, two more waves, then walls drop and another boss, one more wave and then it's final boss time. Same formula as the current dungeons, but different presentation + a couple of fun new mechanics. Oh and lets say the defense point determines those rare drops again. Mounts, minions, hairstyles, etc. Maybe add a title in that you can get if you sustain no damage to the defense point with no turrets.
I just woke up so I can probably think up more ways to shake up the formula later.
Expect edits, and maybe the eventual design doc, 'cause I'm crazy.
~sigh~
The unfortunate truth of the matter is that this simply won't be the case with their current design strategy. I've asked for a while when I'm allowed to expect people to know what they are doing and ultimately the answer I've found is 'never'. Seeing some people make it to Paglth'an and STILL don't know what a stack marker is or have never used Limit Break was the realization moment for me. Content that is meant to be part of the story has to be accessible and complete-able or people stop playing.
I'd love to see more engaging 'trash mobs' but I feel boss difficulty is in a good place right now, all things considered.
I've encounter a fair amount of players who, even in Shadowbringer, still haven't figured out the basics like stack markers and tank CDs, along with some who don't have the reaction time to dodge mechanics (or perhaps can't be bothered).
Yeah, the bosses have been getting pretty fun. Love the akadaemia anyder final boss where you have to stand on the vents to stop the adds from spawning, and how established mechanics play with eachother. Or that one adds boss in Pagl'than. It's really just the in-between bits that are stale.I'd love to see more engaging 'trash mobs' but I feel boss difficulty is in a good place right now, all things considered.
I've encounter a fair amount of players who, even in Shadowbringer, still haven't figured out the basics like stack markers and tank CDs, along with some who don't have the reaction time to dodge mechanics (or perhaps can't be bothered).
~sigh~
They also need to make the overworld dangerous. I can count on one hand how many times I've died in the overworld since ARR(1.0 was a lawless overworld and it was fantastic)
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