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  1. #1
    Player
    IckeDerTyp's Avatar
    Join Date
    Aug 2013
    Posts
    511
    Character
    Rhea Seren
    World
    Twintania
    Main Class
    Gunbreaker Lv 92
    They're revising history!

    Soon nobody will remember that dungeons had actual mechanics :3

    Please enjoy 3 packs and a wall - repeat 3 times until last boss and dungeon is done.

    Being sassy aside tho, I like them going back and bringing things up to par!

    I just wish we'd also get enhanced gameplay/mechanics and not just... You know, removing stuffs!

    But it's fine and the MSQs are alot better tbh. Still won't q for em tho
    (1)

  2. #2
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,801
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    I like how they look. But I'm not so happy about losing all the corridors in Totorak for example or some nerfs I've seen in Stone Vigil. For the new player they'll be okay. Truth is I'm not really a fan of the later game dungeon design and I feel like they brought that into ARR so if anything they feel more homogenized.

    Either way though they do look better so theres pros and cons.
    (3)

  3. #3
    Player

    Join Date
    Dec 2014
    Posts
    1,682
    From what I've seen, I think the changes are far on the positive side of the spectrum. Removing some of the gimmicks and adding actual mechanics keeps things engaging and the removal of some cutscenes helps take the edge of the MSQ tedium. All in all I'm very happy for the changes they've made.
    (1)

  4. #4
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Let's go ahead an tone down ultimates and make a roulette for them as well.

    While we are at it, lets go ahead and provide loot to everyone just for attempting any piece of content.
    (1)

  5. #5
    Player
    ryouma17's Avatar
    Join Date
    Aug 2012
    Posts
    910
    Character
    Haven Belle
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by IdowhatIwant View Post
    Let's go ahead an tone down ultimates and make a roulette for them as well.

    While we are at it, lets go ahead and provide loot to everyone just for attempting any piece of content.
    sounds good to me
    (2)

  6. #6
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    On one hand, I actually love that they at least have multiple mechanics now, and the addition of tankbuster/stack markers is a nice touch for people to learn early on what they mean. I really hope they eventually expand similar updates throughout all the ARR and HW dungeons, not just the MSQ ones. Maybe even alliance raids (I'm looking at you, purple stack marker in WoD that doesn't look like a stack marker)

    On the other hand, as tedious as most of the low level dungeons were, I did like how they had unique gimmicks attached to them, like the bomb mechanic in Copperbell, or the cannons in Stone Vigil/against Livia - sure, they were tedious because you only needed 1-2 people and everyone else could alt+tab in the meantime, but that's only because they were badly implemented, not because the idea itself was flawed. I don't know, I kinda liked needing to interact with our surroundings to defeat the bosses, rather than just....beating them down with brute force like piñatas while dancing through aoes. And I'm admittedly concerned they may only double down on these kind of 'babyproofing' changes.
    (2)
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  7. #7
    Player
    SnowVix's Avatar
    Join Date
    Apr 2019
    Posts
    764
    Character
    Charming Tulip
    World
    Cactuar
    Main Class
    Sage Lv 100
    Quote Originally Posted by Allegor View Post
    On one hand, I actually love that they at least have multiple mechanics now, and the addition of tankbuster/stack markers is a nice touch for people to learn early on what they mean. I really hope they eventually expand similar updates throughout all the ARR and HW dungeons, not just the MSQ ones. Maybe even alliance raids (I'm looking at you, purple stack marker in WoD that doesn't look like a stack marker)
    they actually did change that one
    (1)

  8. #8
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    I think it was entirely unnecessary to turn totorak into a hallway, but seeing them make unique bosses for these instances is pretty cool.

    Mixed on it.
    (1)

  9. #9
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,298
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    I've only done a couple of them so far but for the two I have done:

    Copperbell - I'm someone who actually appreciated the concepts behind all 3 bosses. I think they could have done some interesting things had they continued with some of these ideas, or at least executed what they had here better. But the way the fights were actually done was 100% coma inducing, and they also felt very out of step with a lot of the fights even a little bit later in the game. Either the fights needed to live up to their unique mechanics or they needed to be redone completely, so the latter made more sense. I'll miss the old ones but really only in a sort of rose tinted glasses, what could have been, way.

    Toto Rak - This one really feels off to me now. I get that some people didn't like the twisty, windy alternate paths and what have you, but I actually enjoyed it. Even if you straight lined it, it felt more like a real old school RPG dungeon to me, and there were those couple of switch backs in the pathway that new players always fell for.. and that always made me smile. Overall design aside, what I really miss the most, though, is just how dank, dark and dangerous it used to feel. It used to be the sort of place you would only go to if you absolutely had to but now with the bright sunlit clearings and greenery it feels more like somewhere you'd go on a picnic. I can understand the new dungeon design but the new lighting and visuals completely killed the mood and vibe it had before.
    (2)

  10. #10
    Player
    Broken_Wind's Avatar
    Join Date
    Jul 2021
    Posts
    135
    Character
    Broken Wind
    World
    Zurvan
    Main Class
    Ninja Lv 50
    Quote Originally Posted by StriderShinryu View Post
    I've only done a couple of them so far but for the two I have done:

    Copperbell - I'm someone who actually appreciated the concepts behind all 3 bosses. I think they could have done some interesting things had they continued with some of these ideas, or at least executed what they had here better. But the way the fights were actually done was 100% coma inducing, and they also felt very out of step with a lot of the fights even a little bit later in the game. Either the fights needed to live up to their unique mechanics or they needed to be redone completely, so the latter made more sense. I'll miss the old ones but really only in a sort of rose tinted glasses, what could have been, way.

    Toto Rak - This one really feels off to me now. I get that some people didn't like the twisty, windy alternate paths and what have you, but I actually enjoyed it. Even if you straight lined it, it felt more like a real old school RPG dungeon to me, and there were those couple of switch backs in the pathway that new players always fell for.. and that always made me smile. Overall design aside, what I really miss the most, though, is just how dank, dark and dangerous it used to feel. It used to be the sort of place you would only go to if you absolutely had to but now with the bright sunlit clearings and greenery it feels more like somewhere you'd go on a picnic. I can understand the new dungeon design but the new lighting and visuals completely killed the mood and vibe it had before.
    The funny thing with Toto Rak is I think the alternative path through the first section was actually a tiny bit faster, but no one ever took it.
    My dream would be some non linear dungeons, maybe even dungeons where objective and boss locations change like EQ's LDoN

    Im curious about what you liked about the first Copperbell boss though. It was just a bunch of regular mobs. They use this occasionally still, but dont think normal enemy gauntlet works wells for a boss fight
    Third fight mechanics, assuming at some point you had to kill the adds...I just dont find it that memorable or interesting

    I agree on second boss, interesting idea but bad execution. The hard mode bomb fight fares better
    (1)

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