All dungeons now just seem the same. Tanks pull 2 groups to be AoE down boss then rinse and repeat. ARR dungeons seemed so much better and more difficult. Please change the way all dungeons are exactly the same.
All dungeons now just seem the same. Tanks pull 2 groups to be AoE down boss then rinse and repeat. ARR dungeons seemed so much better and more difficult. Please change the way all dungeons are exactly the same.
You just noticed? wow. But I agree. It's been a long standing complaint here.
I don't know if Yoshi P reads the forums or not but something needs to change.
I don't see what's wrong with them. The boss fights are different. I do like for them to put some interrupt casts on them though so that tanks have something to improve on with trash.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
They want to avoid drama. If they put branching paths, people might fight over which path to take. If they put side paths, people might fight over wasting time going there. If they allow more trash to be pulled, people might fight over small pulls vs big pulls.
They changed to this type of format because people complained about non optimal dungeons.
The only reason ARR dungeons look appealing now is because most people are bored of the current version. No one really wants another aurum vale.
Aurum Vale is about the least offensive example of a "different" dungeon design as you could possibly get, though. Past the very first room, it's basically any other standard dungeon. Hell, the first room is basically just the formulaic corridor with a good handful more optional mobs condensed into one room, and the ones you do end up fighting out of necessity equate to fewer total than what the modern dungeon's corridors contain. The main reason people abhor it is because that first room can be a death trap for newbies.
People don't hate dungeon design, they hate having to account for other players. It's like having to deal with traffic on the road; someone is so conditioned to just find it frustrating, even in a case where it isn't. Even the idea of players having differing goals in a dungeon sends people into "Well everyone will hate it! Nobody wants it!" chant, even if all people want is a breakaway from the [mob pack > wall > mob pack > boss > repeat x2] design that has become so frustratingly formulaic.
They should add smaller dungeons with different objectives. Maybe some could have a king of the hill mode, eliminate certain maybe target in the dungeon. I would like to see more random events pop up in dungeons or a nemesis system. Doesn’t have to be 3 bosses with adds in between.
Dungeons are not designed to be difficult. They are designed for the masses. I also do not agree that ARR dungeons were better. If you don't enjoy the current design do something else or go outside.
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