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  1. #1
    Player
    SerenityLuministia's Avatar
    Join Date
    Nov 2013
    Posts
    70
    Character
    Serenity Luministia
    World
    Hyperion
    Main Class
    Conjurer Lv 100

    Trash, Boss, Trash, Boss, Trash, Final Boss

    I want to start out by saying I love FFXIV, but I feel like when it comes to dungeons we could do so much better.

    Most dungeons (not counting raids, trials, etc) follow the same basic formula. There is a linear path with small alcoves for treasure chests. The dungeon consists of trash mobs, boss, trash mobs, boss, trash mobs, final boss. I could enter a brand new dungeon I've never been and know that this is what is expected.

    For the most part, I get it, it's easier to program and easier to play. I just wish for some variation. Perhaps dungeons with more puzzles, multiple paths, a dungeon that changes paths every time it's entered, a dungeon that forces party members to split up to finish objectives, maybe just bosses one after another, or the opposite just hoards of trash mobs. Maybe even a jumping puzzle dungeon (not too hard).

    I know the game offers other raids, trials, deep dungeons, eureka and such.

    I just sometimes feel like when it comes to dungeons, I'm running down a hall with different color paint for the background, knowing there will always be 3 bosses and 3 sets of trash mobs.

    I don't really have an answer, just wishing for some variation.
    (9)

  2. #2
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    It's really nice to get a patch every few months so don't get me wrong, but I'd rather they took their time and deliver something new or update old stuff and we wait a little longer. I'm at a point where I barely do DF and I only run dungeons once or twice.
    (1)

  3. #3
    Player
    Vidu's Avatar
    Join Date
    Jan 2014
    Posts
    3,993
    Character
    Vidu Moriquendi
    World
    Odin
    Main Class
    Bard Lv 90
    I kinda like that I know what to expect - and if I want variety, I'll play a different game or, as you pointed out, something different in this game. PotD and HoH have those changing layouts and while they're not great for leveling past level 60, they do give tomestones if you're at max level so you can use them to cap at least.

    Different paths and puzzles in dungeons sound like a cool idea the first time you enter the dungeon and figure that stuff out - but you need to keep in mind that most people run those dungeons more than once. A lot more than once. So after that initial first run (maybe after the second or even the third one) the multiple paths will get ignored and people will pick the fastest/moste efficient one. The puzzles have been figured out and you either know the answer already, so its just hitting an extra button or they get ignored.

    Just to offer some examples: The very first dungeon, Sastasha, has a riddle that tells you which coral to hit before the first boss spawns. Most people I've seen in this dungeon simply ignore that, maybe they dont know about the riddle, maybe they dont care, I cant tell.
    I was in Qarn NM recently and our tank was in such a hurry that we didnt even pick up most of the stones - because its probably faster to fail the riddle at the end and fight a couple extra trash mobs than to solve it.

    Now, they could make those mandatory ofc - if you dont solve/do it properly, theres no second chance, no mobs you have to defeat instead - but still... while I'd like to see some riddles in general, I dont think I'd be to happy to see them during my 4th+ run of the dungeon. And we know that there will be 4+ runs of every dungeon.
    (3)

  4. #4
    Player
    MistakeNot's Avatar
    Join Date
    Sep 2015
    Posts
    2,312
    Character
    Auriana Redsteele
    World
    Zodiark
    Main Class
    Paladin Lv 83
    Some of the early dungeons have optional rooms, alternate paths, or riddles. Most groups just ignore that to the extent possible, and rush to the end boss as fast as possible.
    So I guess the devs decided that since (almost) nobody appreciates the extra stuff, there was little point in adding it to later dungeons.
    (5)

  5. #5
    Player
    Seiori's Avatar
    Join Date
    May 2016
    Posts
    83
    Character
    Sieglinde Hresvelg
    World
    Jenova
    Main Class
    Red Mage Lv 83
    I was thinking, what about a super/elite boss that spawns from side room treasure chest with a low spawn rate and can only be done in synced requirement, they seal off the room they spawn in and must be killed to advance or if the party dies. If whole party dies the boss will disappear (Sorta similar to critical engagement, but for dungeons). They drop good rewards if beat but if not when they vanish due to a wipe, the party will get a permanent weaken state de-buff until the end of the dungeon. Thought about this while I was looking at my Shinryu minion lol. But it is an idea progress.
    (1)

  6. #6
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    The entirety of FFXIV is formulaic. From the release of new content, to what sort of content it is, to the number of dungeons we get, to what level dungeons those dungeons are, etc etc. Many aspects of the game are formulaic. Every job is pigeon-holed into one of three roles. No one is surprised when we get a new healer in 6.0 since we hadn't seen one since 3.0. We get a DPS class every expansion. Level caps go up by 10.

    The fact that dungeons go trash, boss, trash, boss, trash, final boss should not surprise anyone. If anything, the dungeons were LESS formulaic in ARR. A few dungeons had no "walls" between bosses. You could pull as far as you wanted and could handle.
    (2)

  7. #7
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    One can hope with the introduction of "Criterion" that it may serve to solve the current issue with "Expert Dungeons". It would be nice to see more depth to dungeon that isn't just training wheels to learn new mechanics. Since that how it seems to end up anyway, the way the 4-man dungeons are currently design as just a means to slowly dripfeed new mechanics to the player while showcasing older mechanics from trial/raids that players might not of seen before so they can be better prepared to upcoming trial/raids.
    (0)