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  1. #1
    Player
    Defyrian's Avatar
    Join Date
    Jul 2014
    Posts
    2
    Character
    Zeke Snakebite
    World
    Excalibur
    Main Class
    Paladin Lv 85

    leveling roulette feedback

    The dungeons are too easy.

    i do appreciate the changes to MSQ roulette places, and i like some of the changes made to copperbell, toto-rak, et cetera. i really am thankful the devs care about making these old places a good experience.

    but now i think they need a small bump up in difficulty. right now a lot of the 'trash' mobs don't really do damage unless the tank is already experienced and does wall to wall pulls. similarly, some bosses have very weak machanics, weak auto attack, and die too fast for their mechanics to happen more than once or twice.

    heres a few examples:

    sastasha coeul boss: dies too fast, only aoes once, doesn't really do any damage to the tank. it sucks to get hit by the aoe which is great, but it'll probably only get to use that once. final boss, also dies too fast to get the adds and stuff going.

    tam-tara - great final boss but it doesn't do any damage, and the adds don't either. I'm exaggerating a bit, they do some damage, but I often go the whole fight without having to heal.

    toto-rak - ochu bosses die too fast to do anything - like 30 seconds. last boss used to output some decent damage, i would have to sometimes medica or w/e back in the day, but now that's just not the case.

    i could mention every dungeon, but it's more or less the same across the board. bosses should be 60-120 seconds to kill imho, and their mechanics should have to be respected. I'm not advocating that dungeons become super duper hard, just hard enough to be 15-20 minutes instead of 8-12 minutes. occasional wipes and stuff should be a thing

    despite all that i still really enjoy spamming leveling roulette just so people get their tank/healer faster, but it's just such a nerfed experience from what it once was. it was never that hard, but it felt more appropriate for a dungeon back then.

    anyone feel free to opine on this. am i totally nuts? am i rite?
    (4)

  2. #2
    Player
    Stepjam's Avatar
    Join Date
    Jul 2019
    Posts
    1,203
    Character
    Gabriel Morgan
    World
    Adamantoise
    Main Class
    Dark Knight Lv 100
    I mean mechanically the early dungeons were always easy. I don't think anyone was wiping on Sastasha or Tam-Tara even when they were new. I do sometimes wish the ilvl sync was a little tighter, but yeah. Easy dungeons are easy. They get more complicated as you go (though rarely truly difficult).
    (6)

  3. #3
    Player
    SannaR's Avatar
    Join Date
    Feb 2018
    Posts
    3,320
    Character
    Sanna Rosewood
    World
    Midgardsormr
    Main Class
    White Mage Lv 100
    The first three are supposed to be easy. Heck most of the pre 50 dungeons are meant to be teaching tools. Especially before the 6.1 changes. Yet power creep happened fast. Not saying they were great at doing so or that some people realized they were meant to help teach people mechanics and whatnot. This is why Aurum Vale was the way it was with the cyclops being the first showing no Aoe markers.
    (7)

  4. #4
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Only way around the issue really is to build a scaling system outside of level sync that either scales enemy HP to adjust for potency changes over the years or to lower potency on skills in lower level content and I just don't think the devs care enough to code something like that. SWTOR has tried that type of scaling and its constantly broken.

    Also, the dev team seems hell bent on making dungeons as simple as possible lately for solo players and to be clearable by trusts. I wouldn't expect any changes in that regard either which is why we are getting those criterion dungeons for midcore content.
    (1)

  5. #5
    Player
    franklinwi's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    31
    Character
    Astrid Baker
    World
    Midgardsormr
    Main Class
    Archer Lv 100
    Personally I like harder dungeons just so I can feel more engaged. But even if the goal is to keep them easy and breezy as mellow teaching tools, having them too easy is counterproductive.

    For example, Denn the Orcatoothed (Sastasha final boss) was pretty clearly initially designed to teach players to watch for and react to interactive elements like the bubbles. Unfortunately, Denn now dies so quickly that the lesson being imparted is "ignore everything except the boss." I haven't run Copperbell since it got retooled but its last boss at least used to have the same problem (no reason to target the adds before Kottos). On the other hand, Tam-Tara's last boss still at least forces the player to grapple with the task of killing adds to remove Galvanth's invulnerability.

    But if mechanics can be ignored by new players they cannot function as teaching tools.
    (2)

  6. #6
    Player
    Silverbane's Avatar
    Join Date
    Feb 2015
    Posts
    1,125
    Character
    Z'nnah Silverbane
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    It feels like just about everything in ARR and HW, including dungeons, has been revamped so that free trial players don't get frustrated before they buy the game.

    (And also so people can get to the later content in a reasonable amount of time without buying the level-to-80 and clear-everything-before-Endwalker cash shop items.)

    I don't really mind. I miss some of the old mechanics, but it's still fun.
    (1)

  7. #7
    Player
    Defyrian's Avatar
    Join Date
    Jul 2014
    Posts
    2
    Character
    Zeke Snakebite
    World
    Excalibur
    Main Class
    Paladin Lv 85
    Hey everyone. thanks for the replies.

    I think I did not articulate the problem clearly. Those dungeons being easy is fine, they were indeed easy from the beginning. The problem is, they've been nerfed over the years to be easier-than-easy, like, guildhest-easy. Too easy to be instructive. The dungeons can be 'easy' while still requiring the tank to tank, the healer to hard cast some cures, and for the dps to not run ahead of the group and solo things.

    It might alleviate frustration for free trial players, but i think it will also be the cause of frustrating behaviors. for example, now healers and dps can run ahead and pull if a new player is tanking. Or, if a new player is healing, they could get a seasoned tank used to pulling everything into the boss room to be aoe'd down.

    in general things just die too fast and don't do enough damage; direct hit was added, cleric stance removed, and potencies have increased over the years, flash was replaced with aoe for gla/pld.
    (3)

  8. #8
    Player
    DivineP's Avatar
    Join Date
    Sep 2020
    Posts
    271
    Character
    Divine Power
    World
    Phantom
    Main Class
    Red Mage Lv 100
    Hey!

    From reading the origional post about things dying too easily. I totally agree!

    I hope we can get alot of reworked such as the 24 man raids at level 50.

    At the moment we have alot of easy content in dungeons past lv 50! We have some reworked but people are simply watching TV through certain dungeons then hitting curves in certain content and becoming flabbergasted.

    I think dungeons should become scary. Reduce the ilvl to minimum, up the strength of monsters in rouletes and make it like it is now for people who would like to enjoy the story.

    Make people enjoy the duty finder content and work together, not steamroll it.
    (1)

  9. #9
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    yeah they made dungeons scary once or twice. member OG Pharos Sirius or The Burn on launch? people actively avoid hard stuff like the plague.
    (1)

  10. #10
    Player
    Seera1024's Avatar
    Join Date
    Apr 2020
    Posts
    406
    Character
    Chymea Sum
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by DivineP View Post
    Hey!

    From reading the origional post about things dying too easily. I totally agree!

    I hope we can get alot of reworked such as the 24 man raids at level 50.

    At the moment we have alot of easy content in dungeons past lv 50! We have some reworked but people are simply watching TV through certain dungeons then hitting curves in certain content and becoming flabbergasted.

    I think dungeons should become scary. Reduce the ilvl to minimum, up the strength of monsters in rouletes and make it like it is now for people who would like to enjoy the story.

    Make people enjoy the duty finder content and work together, not steamroll it.
    MSQ dungeons are designed such that casual players who aren't that interested in using a perfect rotation and are prone to making mistakes with mechanics are able to complete it. I would not expect any difficulty increase of dungeons, especially those required by the MSQ.

    You sound like you'll be interested in the Criterion dungeons that they are adding to the game.
    (1)

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