Ye this be great this way.i love how dungeons look and they can be a great way to deepen the Lore. but there are other ways to get that. other than always the same corridor.
that being said, i would love a harder optional dungeon every other patch. with more mechanics, more dmg, stricter lvl synch and with a LOT more adds... like a room full with it where players have to be careful what to pull. with adds walking around and some adds with high dmg which have to be focused.
not every dungeon has to be like that. and it doesnt need to be in the msq. but it would be awesome if we get such a dungeon now and then. maybe with a small story and a bit more Lore.
I would like to see some source on there being even fewer dungeons in 6.x, because I haven't seen anything similar and it doesn't fit into how dungeons are used.
Otherwise, while I definitely understand the appeal of complex dungeons, especially as a long-time Zelda fan, I simply don't think the game is designed with them as the "main content." They are primarily story content, and their use in the end game for expert roulette is mostly used to cap out tomestones each week, and that's not even a necessity to do every day. You can easily cap weekly tomestones if you can catch 1-2 hunt trains. The gear isn't really valuable for progression outside of fringe cases or glamour.
I think the issue with trying to make them more complex stems from the game being mostly tuned for 8-man battle content. There's no real exploration or puzzling mechanic in the game that wouldn't either be solved immediately thus removing any complexity, or insanely tedious to do. Imagine how awful dungeons would be if they relied on treasure maps' RNG or the platforming mechanics from Gold Saucer to progress.
Well, for the amount of dungeons... I think partially at least for 5.x the amount was kind of hindered because of a certain virus going around for most of it's time... And also making them work with Trusts takes longer.
They should just stop doing them, honestly, given by the responses dungeons complaints get from the average XIV player.
They just want to do their dailies in a hurry to cross off items from their chores checklist required to get weekly capped currencies for gear with item level they won't use. So let's just not even bother with adds and the atrocious hallway design, just have them be 3 bosses and with checkpoints between.
After all, adds don't matter. Dead-ends with chests don't matter. Dungeon mechanics are bad. And I just want to hurry up, get my glamour and gpose. The least amount I can dedicate to, eyuck, doing combat and exploration in a japanese RPG, the better.
All the pve content design issues XIV has is resulted from players feeling entitled to rewards they have objectively no need for and then the developers bending to their entitlement. Players mistaking rewards for a "right" rather than something you're supposed to earn by clearing optional challenges.
Last edited by ReynTime; 09-27-2021 at 03:22 AM.
Dungeon are fluff content and will remain as such.
Since how I believe M+ destroyed WoW (yeah, it did bring in more money in short term), I don’t want that in this game.First I want to say I love doing most of the dungeons in game.
Now as time go we getting less and less of them. It started from 3 per patch and now we are at 1. If I got thing correctly we will get even less in 6.x. 1 dungeon each 2 patches. Problem is the dungeons in them self do not improve at all. The most hard ones are from 2.x days. We never really got any content in place of the cut dungeons. So what you think SE need to do. Make the 1 dungeon harder and interesting? Stop doing them over all?
I want them to make a extream dungeon of all the dungeons in game. Where you need to be max level and close to bis to do them.have mechanics in them be harder and not let you ignore them.
So what you think?
Hot take but Aurum Vale is only hated because you have to try. You don’t even have to focus much on any dungeon as a tank and DPS responsibilities? Nty just let me spam aoes.
If you want harder content, there are extreme and savage runs. We don't need things to be any more difficult in these dungeons as it is. Having new people run a dungeon in minimum gear is tough enough. Tanks have a tendency to get stuck in this mode of tanking to the north and not adjusting for certain mechs. (Tycoon and Amhuluk come to mind).
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