

its a success just because its not as aweful as current dng. but when i play it.. i feel like im playing some beta testing of full scale dungeons.. like theyre trying to actually finally make dungeons likable but failing short every single time
I like the concept of variant dungeons and so far theyve done them pretty well.
Kinda wish they implement that same rogue like design choice in current dungeons but oh well




Variant is just an undercooked concept like deep dungeons
For one variant actions are completely worthless because there is absolutely no decision making in them, there is only one correct answer
-healers will always bring spirit dart and rampart
-tanks will always bring spirit dart and raise if there is a healer, cure if not
-DPS will always bring rampart and raise if there is a healer, cure if not
Incense is useless because rampart is so strong
Why use this crappy underbaked system when you could literally just copy bozja’s lost action system and let people go ham with whatever build they want
There is also just no reason to care about other routes unless you want the secret 12th route, but the twelfth route isn’t actually locked behind the other 11 it just has slightly more obtuse spawn conditions
I’d take half the routes to make them twice as complex, have the decisions be more meaningful than “push the rock or the tree stump to change one mechanic on the boss”, not have the first boss be the same on all 12 routes and maybe have a rougelike progression system that allows you to progressively unlock more powerful lost actions




???
How? Like seriously how? You couldn't tie it as an upgrade to crafted gear?
Another source to get a piece to augement the Comedy gear? That way if a Savage player wants two pieces a week they can get it? If you don't want people to get 2, then just allow the same progression but you must choose.
Further, Variant dungeons also need to be worked on. 1 "dungeon" with "12 paths" every other patch with mechanics that are still riddled with the problems of your normal dungeons is not what anyone really asked for.
Variant/Criterion are poorly received because you still yet to give anything that anyone asked for. Well done.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
Today I was reminded that Variant/Criterion dungeons exist.
Huh. Oh well.


They must read r/ffxiv where even the most lukewarm takes are downvoted to oblivion, and only fanatic praise of the game is allowed.“The feedback we’ve received has been positive overall,” says battle content designer Masatoshi Ishikawa.
Variant is mind-numbingly boring, and Criterion is a waste of time beyond the first run just to see how they designed the bosses.
Sadly, it isn't strange to think that they consider Variant/Criterion a success when they consider Island Sanctuary a success by how little players engage with the system except for once a week spread-sheeting.
i just wonder if they'll again lower the dungeons each patch cycle, i mean they could easily spout bs nonsense like "it's hard doing these and want to give other content along with these so on criterion dungeon drops, you won't be getting an MSQ dungeon" you can say it's nonsense but they've already done this when it was 3 dungeons a patch, then 2 dungeons, now 1 dungeon, sure they gave OTHER content, but they also increased patch delay by a month no? and wasn't that because of covid? so are the perpetually behind a month now?
IMO they should have a raid tier + criterion that comes midway between the raid tier cycle at bare minimum, dropping twines/shines at the least, maybe even a grindable thing for getting the gear or equivalent gear to raid gear that's better than crafted, i don't think anyone would care that the majority of people are clearing content week 5-8 because they got better gear elseware, they REALLY need to step up their game next expansion because almost everyone i know that isn't just getting started in the game, has said they won't be raiding at all and will take it easy because they're tired of a 5 fight raid system with 4 fights worth of loot spread across 2-4 players a week in the first 3 or so weeks, the incentive for healers is literally just the "joy" of clearing till like week 3




That's a good way of putting it. I like Variant, but it's still kinda meh.
I have a solution that no one had thought of yet...only put criterion into even numbered patches, and 2 weeks after savage (4 weeks after patch) and set a new token system where you clear criterion savage weekly for a redemption voucher for any TOMESTONE based gear and upgrades at your choice.So we just got a little interview about Variant and Criterion recently here
https://www.inverse.com/gaming/ffxiv...eons-interview
Of course the biggest thing to take notice of is
So they are aware that rewards are lacking but its sadly is going to take some time for that to change.
token system will go
1 - accessory
2 - upgrade for accessory
3 - foot and hands
4 - tomestone/upgrade for gear
5 - pants/upgrade for tomestone weapon
6 - chest
That way you can create multiple scenarios, if you want to do both 4 man and 8 man savage, you are gearing up extremely fast and it gives you the choice of holding the 4 man token or using it to upgrade your gear so you can clear savage faster since the point is the get people in the door than to just gatekeep.
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