Meanwhile, I'd love to get the new dungeon in expert because I literally keep getting the other dungeon every time I have done expert this week lol.
Meanwhile, I'd love to get the new dungeon in expert because I literally keep getting the other dungeon every time I have done expert this week lol.
The unfortunate consequence of only having 2 dungeons in expert roulette.
But yeah, while the dungeon is nice visually, gameplay-wise it's the same easy hallway simulator as always.
I'd honestly just recommend joining hunt trains for your weekly tomes if expert is too boring. They provide you with tomes, hunt currency and combat materia at the same time.
This complaint always makes me chuckle because its literally the playerbases fault the dungeons are like this (and personally I'm fine with it). The majority just wall to wall pulled and ignored the "off the trail" parts of a dungeon and burned through them as fast as possible, so may as well design them in a manner that the community played them as anyways. The walls between each double pull was to also stop people from exploiting by pulling everything to the boss and then pulling the boss to reset all the trash mobs. Its also a similar reason to why trash mobs no longer give exp because people just pulled everything in certain dungeons all the way to the first boss, killed all the trash and then reloaded into the dungeon.The unfortunate consequence of only having 2 dungeons in expert roulette.
But yeah, while the dungeon is nice visually, gameplay-wise it's the same easy hallway simulator as always.
I'd honestly just recommend joining hunt trains for your weekly tomes if expert is too boring. They provide you with tomes, hunt currency and combat materia at the same time.
With that said, I don't find the dungeons boring. Hunt trains on the other hand? lol hard pass.
People are going to run a dungeon in whatever way is most optimal. You can't blame the player base for that.
I would like to see some dungeons designed a little more creatively, though. I've only played one other mmo (og EverQuest), and very often, a double-pull was a butt-clencher, and a triple was an almost guaranteed wipe. Nearly every class had some kind of crowd control/pull splitting utility.
So that's going to influence my perspective a bit, but I think making some sort of thought/strategy involved in pulling mobs would be a good thing.
That goes back to WoW's old conundrum. Crowd controlling individual mobs makes the pull take longer, which pisses off the impatient speedrunners, and stops getting used the instant people overgear a place enough to start aoeing down mob packs again. And any time said AoE goes back to no longer being a viable option, people start whining and complaining and screaming until the devs have no choice but to let people just AoE stuff down.People are going to run a dungeon in whatever way is most optimal. You can't blame the player base for that.
I would like to see some dungeons designed a little more creatively, though. I've only played one other mmo (og EverQuest), and very often, a double-pull was a butt-clencher, and a triple was an almost guaranteed wipe. Nearly every class had some kind of crowd control/pull splitting utility.
So that's going to influence my perspective a bit, but I think making some sort of thought/strategy involved in pulling mobs would be a good thing.
As you yourself said: "People are going to run a dungeon in whatever way is most optimal. You can't blame the player base for that."
Difficulty doesn't equate to creativity. I'm all for dungeons being more difficult, but the current design of the dungeons are entirely the player bases fault lol.People are going to run a dungeon in whatever way is most optimal. You can't blame the player base for that.
I would like to see some dungeons designed a little more creatively, though. I've only played one other mmo (og EverQuest), and very often, a double-pull was a butt-clencher, and a triple was an almost guaranteed wipe. Nearly every class had some kind of crowd control/pull splitting utility.
So that's going to influence my perspective a bit, but I think making some sort of thought/strategy involved in pulling mobs would be a good thing.
Even within the hallway dungeon design there's fun and there's boring.This complaint always makes me chuckle because its literally the playerbases fault the dungeons are like this (and personally I'm fine with it). The majority just wall to wall pulled and ignored the "off the trail" parts of a dungeon and burned through them as fast as possible, so may as well design them in a manner that the community played them as anyways. The walls between each double pull was to also stop people from exploiting by pulling everything to the boss and then pulling the boss to reset all the trash mobs. Its also a similar reason to why trash mobs no longer give exp because people just pulled everything in certain dungeons all the way to the first boss, killed all the trash and then reloaded into the dungeon.
The full pull in Doma Castle from the first boss to the second is loads of fun.
As a tank, for example
- you want to pop sprint right before the first mob is triggered to aggro you to get its full duration in combat
- sprint down the hallway grabbing the additional triggers
- dodge the cannon fire by sidestepping into a small safe space instead of stopping
- grab group 2
- probably use a super potion to heal off some autos as your sprint's expiring and your healer might be tempted to stop and cast otherwise
- dodge through the cannon fire again
- grab group 3
- either invuln or start mitigating like hell while getting ready to stun the mob that randomly AoEs the backliners
And then the fight itself happens while the cannons on both sides of you continue to fire, constraining the battle area in a more exciting way than just having walls there. It's still only ~3 packs worth of enemies, but it's technical, exciting, and gives a chance to show off dungeon knowledge and tank soft-skills like solidly establishing aggro on the run.
Compare to 3-pack pulls in ShB+. You sprint down the hall, grab pack 1, grab pack 2, grab pack 3, and then park.
You can't excuse the badness of ShB/EW dungeons by pointing to mistakes from ARR anymore. We know how to have interesting gameplay in hallway dungeons. CBU3 just isn't doing it. They're spending their labor budget on visuals and phoning the rest in.
he/him
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