Uh... you didn't play them at time of current content did you? They weren't extreme or savage difficulty, but the damage output and mechanics were ramped up.There was never anything hard about the HM dungeons in comparison to capped dungeons without the HM tag. Technically, it was abandoned completely once the decision was made to stop reusing the names of previously named instances. Hence, the reason for it to be dropped entirely.
The only reason they were called hard dungeons is because they were harder than the initial dungeon stat wise. They were balanced the same as every other dungeon released at the time.
just make roulettes like they used to be in Stormblood
Problem solved
Endwalker and Shadowbringers were a joke content wise, especially in the roulettes department. Sad!
To be fair back in ARR - when dungeons were actually fun, and are still some of the best imho - you had 3 dungeons each major patch so it made sense there to split the queue into 2: you had hard dungeons and the rest was moved down to a simpler dungeon roulette, but again it made sense because there were more. And actually difficult.
Then with HW onward they added less dungeons (2 in HW, 2-1 in SB per even/odd patches, then just one) and so this restriction makes less sense because...well there's not enough "expert" dungeons to make a split. On top of that, since now all major patches have one dungeon that is always tied to story (which wasn't the case before) they have to be so undertoned that even by spamming one move it can be cleared, meaning that Expert dungeons are just another easy dungeon for story sake.
At least back when they made Hard mode dungeons (RIP) they could increase the difficulty and make more interesting or somewhat challenging dungeons (even though challenging is a big word, still any ARR dungeon that isn't story related is still far better than anything we got today). But now that all dungeons are story related, we can't have that.
In other words, dungeons will be easier and easier because of story reasons. If they didn't tie endgame dungeons to story (levelling ones don't count, they're actually hard!) then we wouldn't have this issue.
I can be wrong, however those 3 those not stay as new dungeons and gets relocated to 90 roulette when something of a higher ilevel comes in, expert roulette is designed so you can get to do the two newest dungeons exclusive, else you can see as if it is with alliance roullete, that people may cheat to get lowest possible dungeon and or a flood of not getting to do the latest content.
I came into the game with the release of 3.1. That's irrelevant though. These dungeons remain mostly unchanged from 2.x times even to this day. As the other poster pointed out, they were scaled to the other capped dungeons at lv 50.
The HM tag is there because you're visiting a dungeon that was released earlier. It's harder only in the sense that enemies are scaled up from the level required to run the previous dungeon, but so are the players. They have higher stats, more abilities, and additional experience that quite honestly makes the HM dungeons even easier to clear as far as trash pulls go.
Difficulty of boss mechanics is subjective. As such this isn't really the reason why these dungeons have the HM tag. It's more or less there to avoid confusing players. This is really early content, and the devs have learned a lot since then when it comes to how they release content.
Some Players literally was crying to the point yoshi made any thing after 2.4 way to easy
But we got 8n it's place all this content that at best was dead by the next patch . Now even by next weak of release
This isn't true in even the slightest. Content nerfs don't happen as a result of player complaints. They happen when clear rates are lower than anticipated, which also includes wipes on midbosses like Coincounter in Aurum Vale. This just happens to coincide with player complaints a lot of the time. Orbonne, which came well after 2.x is a great example of this. The nerfs that took place here caught many players off guard, but everyone who spent time here knew just how common it was to full wipe. When it comes to content that is "too easy" I quite often bring up dungeons like The Burn, Amaurot, Ktisis Hyperboreia, or The Dead Ends as examples of these "easier" dungeons that actually bring quite a bit of difficulty for casual players who don't spend a lot time tackling content EX and above.
Difficulty is always subjective. Try to show a little more courtesy towards your fellow players.
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