It seems the overall direction to make sure every "required" dungeon needs to be possible to beat with NPC parties, they had to dumb-down everything.
However, even then it seems even the non-required dungeons are largely linear these days.


It seems the overall direction to make sure every "required" dungeon needs to be possible to beat with NPC parties, they had to dumb-down everything.
However, even then it seems even the non-required dungeons are largely linear these days.




It started long before squads and trusts. Way back in ARR, Snowcloak and Keeper of the Lake were very linear. Probably some earlier, too, but I have a headache.
While the linear dungeon design started relatively early it is undeniable that the introduction of Trusts and Duty support has made it even worse. We just need to look at the old dungeon redesigns that suck even the last shred of variety out of them so the bots can complete it.




Honestly, I've found a lot of them to be improvements anyway. Does anyone actually miss waiting forever for the first two bosses in Copperbell to actually do anything?While the linear dungeon design started relatively early it is undeniable that the introduction of Trusts and Duty support has made it even worse. We just need to look at the old dungeon redesigns that suck even the last shred of variety out of them so the bots can complete it.
Copperbell is probably one of the few examples where I would agree that the changes, at least to bosses, are justified. I personally dislike the removal of the already limited interactions with the environment however.
It still falls under baby's first dungeon and while I never had an issue with the add fights (I still remember when they didn't die in a single hit) it is understandable that they were replaced with an introduction to what boss mechanics are going to look like.
The fact that modern fights can be boiled down to stack, spread, dodge the cleave, is a different discussion entirely.
Last edited by Absurdity; 06-29-2023 at 04:51 AM.



I actually do think the changes to Copperbell removed a fair bit of the dungeon's character. Two "bosses" that weren't simply the now-standard tank-and-spank.
True but those bosses were terrible at setting up the expectations of fight design in later content as it never goes that unique ever again. Besides Im pretty sure nobody was singing those two bosses their praises back when they were still there.



I guess I'd view that as a problem with "later content" not actually doing anything interesting or doing anything outside of a tiny, formulaic box.
Why is it a problem that content piece X has a mechanic that's seen no where else?
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