I guess also -
Instead of feeling like every step of the dungeon is progress towards something (getting exp and levelling) now you just spend the entire thing waiting for the end. I feel like its sucked the life out of dungeon running, I've never hated it as much as I do after this change.
I know its the same amount of exp. It just feels bad.




It's made no difference to my dungeon running. I do them for the roulette bonus or the loot, so the experience from specific enemies doesn't matter to me. I would definitely not say that it's "sucked the life out of dungeon running".I guess also -
Instead of feeling like every step of the dungeon is progress towards something (getting exp and levelling) now you just spend the entire thing waiting for the end. I feel like its sucked the life out of dungeon running, I've never hated it as much as I do after this change.
I know its the same amount of exp. It just feels bad.

It sucks bad that they always just cut content for people who dont like it rather than making it better, yaknow? Tons of people in this thread are lamenting the dungeons feeling worse cuz of the change, but a ton are also saying "well I never liked dunngeons so it doesnt matter that they're pointless!" Lots of people don't bother imagining how something could be better so they're fine with the removal or flattening of the game. Yeah it's the same amount of EXP but it feels bad to fight enemies now for no reward at all.
I like dungeons actually but the favorite part for me are the bosses. Dungeons are really good for atmosphere/music/ect and some I run solo (pre HW content anyways) to get some glams and such that I missed out on. Fightings mob after mobs has never been my thing, I didn't sign up to play Hyrule Warriors lol. It's ok on occassion but I would hate to do it every dang dungeon. Dungeons never felt pointless to me bcus I know I get the exp from the boss anyways.It sucks bad that they always just cut content for people who dont like it rather than making it better, yaknow? Tons of people in this thread are lamenting the dungeons feeling worse cuz of the change, but a ton are also saying "well I never liked dunngeons so it doesnt matter that they're pointless!" Lots of people don't bother imagining how something could be better so they're fine with the removal or flattening of the game. Yeah it's the same amount of EXP but it feels bad to fight enemies now for no reward at all.
The newer dungeons don't let you skip mobs anyway, they're so linear so you're not really missing out on fighting mobs so whatever. You still get loot/rewards from the chest so again never bothered me.
Ah, yes, because before that change, dungeons were a deeply engaging activity. /s
To me, the problem with the mobs is not the experience rewards they do or do not drop, but the fact that they are incredibly boring to fight. Attaching a reason to fight more of them does little to alleviate the feeling of tedium they induce. It helps suffer through it, but doesn't change the fact that it is just that. With the way most current dungeons are designed, it's not like there are mobs that can be skipped, anyway, so it's only a change that really affects the ARR and HW era dungeons.
In the end it all boils down to the issue that dungeons are not very engaging, so the sole reason to run them after the "new and shiny" factor wears off is the rewards. And the moment it is all about the rewards, players will of course optimise it to the nth degree. And I would argue dungeons suffer even there, as all that really can be done with them is the tomestone/exp grind. The only exceptions are at the very start of an expansion, where gear is a relevant iLevel stepping stone for a very short moment, and the improved iLevel for Ultimates one can get once dungeon gear reaches the ilevel synch of older Ultimate fights. In all other cases, the gear rewards are already irrelevant the moment a dungeon releases for an active player that does their weekly normal and alliance raids.
Of course, as most dungeons are all part of MSQ these days, there is zero chance of that ever changing, since they serve as a low-committment gear catchup mechanic and have to be beatable by everyone to not lock anyone out of the story, so there is no way for Square to improve any of this without alienating some players.
I am curious what the Criterion Dungeons will end up being and if they maybe can alleviate at least some of these issues. I am not getting my hopes up, though.
I'm confused lol, is it not more tedious to go pull every mob possible for the exp in every dungeon? Remember that ARR/Heavenward still exist in roulette, would rather not be stuck in Brayflox or Aurum because of a single puller tank wants all the mob exp :P
Trash mobs are just boring lol. I think it would feel more tedious at certain dungeons & not less.
edit: removed the bots part since apparently that wasn't the reason (I can't read!)
Last edited by Padudu; 04-01-2022 at 08:41 PM.



Yeah well no matter what they do someone is gonna complain about it.
Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots
Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV


It's a nice thing when you are called in as replacement on the final boss.




One time I got into Amdapor Keep in a roulette and the other 3 were just bots that teleported away, pulled all the enemies and killed them. They didn't respond to my pleas and after a few minutes, they all left.
Sastasha has so many places you can go that would probably increase the duration of the run by 40 minutes. I only experienced it two or three times but I'm happy there is less benefit in doing it.
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