Just look at the current WoW design in dungeons compared to classic. Although retail dungeons still have more appeal than current FFXIV dungeons im9
Just look at the current WoW design in dungeons compared to classic. Although retail dungeons still have more appeal than current FFXIV dungeons im9
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.
I do.
I want dungeon where I have to be a tank. Not a punching ball with a magic button which keep mobs focus on you and... That's it. Let me LOS, do intelligent pull, work on the mobs location so the melee can do their positionnal correctly.
I want dungeon where I have to stress heal because said pull didn't go right.
And I want dungeon where, as a dps, I have to kill something ASAP or it will be a disaster (and give us more utility buttons, please).
A lot of "I, ME, PERSONALLY". I know. But please don't use the "You don't know what you really want" argument.
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.
They do check on English forums from time to time, but they stated times and times again that people have better chances on getting their proposals translated and delivered if they create one big thread with a lot of likes and constructive comments instead of creating 10823904 small ones with little to none interactions. Having major active threads proved to be very much effective with some things (like Viera and Hrothgar big threads, although we're yet to see changes on some things if ever; the fact we're getting some older items gender unlocked was also the result of having a couple of big threads asking for it).
People seem, however, to keep being stubborn on creating new threads instead of using the existing ones to the point of complaining on "necroposting" (when technically that would the exact right thing to do - to find an existing thread covering your topic and post there instead of making a new one that will drown among others like many other 1-2 post threads).
Last edited by Halivel; 11-01-2023 at 09:47 PM.
I was really impressed how they turned an entire zone into a huge dungeon where you can fly on your dragon.
Seriously wish FFXIV would experiment more with their dungeons. Just because this is just roulette content fodder doesnt mean we shouldnt have more substantial stuff to pass the 15 or so minutes of a run
Honestly, even the casino-infused garbage that Lost Ark is, has better dungeons and world instances.
FFXIV questing and instance design is ancient and I'm impressed absolutely no effort has been put into making the experience better.
I'm still here by virtue of this being the only MMO that's not WoW that doesn't expects me to swipe a card to progress or invest ungodly amounts of time just to be "decent" on it; if LA wasn't a scam or The Secret World wasn't abandoned, I would move there without issue.
Lost ark dungeons were a joke also that game doesn’t do tank healers dps.
Wow dungeons are also a joke outside mythic plus.
Really I don’t think these should change but they should add a mythic plus. Problem then is what do you get by doing it probably wouldn’t be gear.
Really if they add branching paths without rewards those will get skipped. A few extra mobs though hardly changes anything. I kinda like the way it is now get in get out ez no fuss.
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