


WoW in general does dungeons the best by far out of the MMO's I've played, imo. It curbstomps XIV's and it even close for me.
It's nice Variant has different pathways, but they still ultimately are linear hallways with mobs that you kill to get to the next boss.


Meh. I agree about the less linear aspect of WOW dungeons. But the bosses are really ridiculous on normal difficulties, with a completely dispensable strategy (much more so than in FF); and most of them are very poorly staged (you wonder what you're there for).
No, WOW's real strength in dungeons is the packs in the higher difficulties (MM+). The presence of buffs, debuffs and other effects to control, the fact that you have to focus on particular mobs or risk a wipe: all these aspects are absent from FF and give the impression of monotony. Much more so than the "corridor" effect.




To be fair this game has it a bit in certain dungeons such as Dohn Mheg (interrupts or they get significantly buffed), Amaurot (certain enemies target a non-tank with constant damage), Akadaemia Anyder (multiple interruptable raid-wides that can be prevented to make the healing easier), I think The Twinning had one but it's been a while.No, WOW's real strength in dungeons is the packs in the higher difficulties (MM+). The presence of buffs, debuffs and other effects to control, the fact that you have to focus on particular mobs or risk a wipe: all these aspects are absent from FF and give the impression of monotony. Much more so than the "corridor" effect.
This may be news to people reading this because people just ignored the interrupts and did aoe, even if the healer had more work. In fact I saw people not using the interrupts in the latest alliance raid's trash once.
The trash in criterion has this sort of stuff where you might wish to remove one of the enemies more than the other.
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


Indeed, the last dungeons are more interesting. But the number of these necessary interruptions still needs to be increased, as do the trash features in my opinion.To be fair this game has it a bit in certain dungeons such as Dohn Mheg (interrupts or they get significantly buffed), Amaurot (certain enemies target a non-tank with constant damage), Akadaemia Anyder (multiple interruptable raid-wides that can be prevented to make the healing easier), I think The Twinning had one but it's been a while.
This may be news to people reading this because people just ignored the interrupts and did aoe, even if the healer had more work. In fact I saw people not using the interrupts in the latest alliance raid's trash once.
The trash in criterion has this sort of stuff where you might wish to remove one of the enemies more than the other.
Because right now, as a healer... Well, it doesn't make much difference whether the guys interrupt or not. Unless you're new, uncomfortable with your job, or the whole group is very poorly geared.
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