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  1. #1
    Player RyanCousland's Avatar
    Join Date
    Dec 2020
    Posts
    377
    Character
    Rion Cousland
    World
    Excalibur
    Main Class
    Rogue Lv 90

    Rework variant dungeons

    please for the love of Halone's ass stop with the mob > boss > mob > boss > mob > boss
    routine its been 10 yrs and its getting boring beyond reproach.

    i can tolerate this in the regular dungeons but these variant were supposed to be different and no simply because you can take a different path doesnt change the routine of mob > boss.

    while the boss fights themselves are indeed incredible and the design of the dungeons are impressive these aspects are wasted on the trash mobs (rightfully named) itd be a nice change of pace as well as more creative if these variant dungeons were more puzzle oriented in between bosses.

    think if your favorite dungeons from whatever video game fits your fancy, legend of zelda TP, elderscrolls 3-5, genshin impact, dragon age, Luigi's mansion, resident evil 4 ect and apply the way some of the dungeons/content had emphasized on puzzle solving rather than pressing your aoes, and i get it the boss is supposed to be the puzzle but is it really enjoyable and worth anyone's time going through the mobs just to get to the cherry on top of a shit sandwich?
    (4)

  2. #2
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    I agree. When variants first released, I was hoping for the dungeons to feel like, well, dungeons. Instead, they still feel linear even with all the different paths. If they want to stick with the mob pulls, I hope they add some unique mechanics to some of the mobs. Not criterion level of punishing, but something I have to pay attention to.
    (0)

  3. #3
    Player
    Ancalagon_Blacktalon's Avatar
    Join Date
    Feb 2022
    Location
    brooding, somewhere
    Posts
    129
    Character
    Ancalagon Blacktalon
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    they had some of this kind of sauce in the "final" story path for these dungeons - "kill the biasts in the order of their size", "kite this lantern enemy down a floor and over here", "you better have paid attention to what dance you needed for these carvings" kind of thing. On one hand it risks making them totally inscrutable for normal people to apply that everywhere but on the other hand...yeah, I always enjoyed these kind of out there mechanic puzzles they wanted me to do, and would like to see more of them, even if it alienates some of the player base. I mean, as-is I already need a guide open just to get all the endings, so it wouldn't be that much different for me to have a guide open but all the paths require more steps.
    (0)

  4. #4
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,218
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    its like pretty much everywhere in the game. there are two extremes:
    1. no mechanics at all, except for a few glowy aoe attacks which hardly can be called mechanics.
    2. over the top riddle mechanics
    (0)