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  1. #1
    Player
    Keeucat's Avatar
    Join Date
    Jun 2019
    Posts
    2
    Character
    Keeu Zanami
    World
    Odin
    Main Class
    Red Mage Lv 90

    Why people think Dungeons are "boring"

    Currently Dungeons follow one template.
    Trash>Boss>Trash>Boss>Trash>Boss
    Sprinkle some walls into the trash pulls so people don't run through them too fast, and you've got your FFXIV Dungeon.
    They don't really deal damage, so you can run them without a Tank or Healer respectively.

    So what I think the biggest issues are:
    1. The Dungeons feel repetitive between each other.
    2. The Dungeons don't feel like a challenge.
    3. The players don't feel like they have any impact on how the Dungeon is played, besides dps.

    Things they could change to combat those problems.
    -On all points of Dungeons being repetitive, not challenging and not impactful, they could make players use their crowd control (Stun/Silence/Sleep/Slow etc.) every class has some form of CC, so make people use it. You could add tankbusters or small mechanics to trash pulls, which would make them feel more unique. FFXIV already does a great job at telegraphing attacks. AoE markers, Cast bars, lines, etc. so why not have the players interact with it more than just "walk away from orange"

    -On the issue of being repetitive, we have gotten less max lvl dungeons with every addon, HW(13) SB(10) ShB(8) EW(8) so the need of them being more different from one another feels much more impactful. Why not stray from the template a bit? Let people like and dislike dungeons. Make them feel different from one another.

    -The challenge aspect, this one I might have a few people disagreeing with me. But I think people should wipe in Dungeons. Make enemies harder so people willingly stop, instead of putting forced walls in (Bardam's Mettle on release is a great example), punish people that stand in AoE, make Healers and Tanks use their kit. Currently you can run Endgame Dungeons missing a Healer or a Tank. Making them even more trivial when you run a full party.
    If the Dungeons are easy for the sake of experiencing the story, why not bring back (hard) dungeons? I'm not asking for a complete rework like we've seen in ARR / Heavensward. Simply tuning damage/HP and adding a few mechanics to trash and bosses would already be enough.

    -Player Impact, in my opinion almost the most important part. Currently the most impact you have during a pull is how much damage you take and deal. You don't really have any choice in how much you pull, or what you pull (1 mob group or 2 mob groups doesn't really make a difference). Give players something to do besides running their AoE combo. Give them a choice, even if it's a small one like picking a different route or order you do bosses in, have the bosses do different mechanics (like im variant dungeons for example). Be creative.

    What do you guys think? Do you have any ideas how to combat those problems? Do you see different issues or think some of those issues aren't a thing? Let me know what you think.
    (3)
    Stuck in a loop of playing 2 days and waiting for a new Patch.

  2. #2
    Player
    Burmecia's Avatar
    Join Date
    Apr 2016
    Location
    Silent Arbor
    Posts
    1,044
    Character
    Jitah'li Habhoka
    World
    Zodiark
    Main Class
    Archer Lv 100
    what is "boring" differs from person to person

    i'm looking forward to new xpack, makes the old dungeons easier to do alone.
    at first it was just gc seals and glamours farming for me, and it still is. but i like more and more of the freedom to stop and just wander around, checking the the place.
    i kinda understand why we dont have those anymore, haven't really had them after ARR - but i would be ecstatic if the dungeons had alternative routes still, or weird ledges or rocks onto which to climb on. the fastest would become the standard no questions here, but maybe the other one could be differently scenic.
    maybe roleplayers would like that. or gposers. or just goober like me, who just wanna see if i can go sit on that rock, or pice of broken wall. usually it's not possible, but sometimes is enough for me
    (1)

  3. #3
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    I would like to see the W2W two pack standard die. Stone Vigil (normal) is more engaging than the Aetherochemical Facility could ever be when the DRK gets to quad-pull and you have to actually try to keep him alive, while John Casual can just double pull and still clear. Dungeons are set up to be walled with barriers making it impossible to fail and it sucks the life out of the experience. If there's two packs we should only have the kit to pull one comfortably.
    (7)

  4. #4
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    I think the criterion approach of having trash mobs being like mini-bosses with puzzles attached to them is the way to go. They could just adjust the enrage timers to be twice as long and attacks to hit for less damage and you have somewhat engaging trash, which is half of the dungeon experience.

    Then you could add some mini games sprinkled here and there, like pick the right treasure chest or a mimick pops up, I think Bardahms Boss 2 was quite refreshing as well. Maybe the return of open rooms like 1st room aurum vale, a simple jump puzzle section...

    But honestly that depends on the vibe of a dungeon tbh: if it's an urgent monster infested dungeon I expect a highspeed rush towards the end which should feel different to a treasure seeking temple expedition
    (5)

  5. #5
    Player
    Keeucat's Avatar
    Join Date
    Jun 2019
    Posts
    2
    Character
    Keeu Zanami
    World
    Odin
    Main Class
    Red Mage Lv 90
    I agree, it's so important to have engaging trash mobs. But when you're forced to fight a single mob group and everything the mobs do is a circle around themselves... that takes so much from the experience of the entire dungeon.

    I loved Bardam's 2nd boss aswell. They could definitely do more "gimmick" bosses. Maybe even to introduce new kind of mechanics?
    I really hope we get to see more interesting stuff that takes another path from the "never change a running system" approach they've been having for a while now.
    (6)

  6. #6
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,428
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Dungeons are casual content that gets done soo many times. They should be quick to go through without annoying stuff like walls, multiple paths, CCs or puzzles, but they should still feature interesting trash mechanics. But on easy content the most interesting thing about it are our jobs and they keep stripping those too so as long as those stay boring there's no hope for dungeons. That, and the lvl synch is way too lax.
    (1)

  7. #7
    Player
    Edmund_Blackadder's Avatar
    Join Date
    May 2024
    Posts
    88
    Character
    Lux Shadowheart
    World
    Raiden
    Main Class
    Paladin Lv 99
    I guess I am one of the few people who actually like dungeons, they are repetitive but fun. The mechanics, especially for trash mobs could really do with an upgrade in my opinion. Perhaps also increase the HP or improve the mechanics of the bosses in some older world dungeons (I am looking at you manor ).

    As gear has improved, the damage output just makes encounters trivial, but that said - I still enjoy delving into daily dungeons.
    (0)
    Last edited by Edmund_Blackadder; 06-10-2024 at 11:29 PM.

  8. #8
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,073
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    For me, what makes dungeons (particularly expert roulette dungeons) so unsatisfying is how monumentally condescending it is toward’s the player’s intelligence. I totally get wanting to make things easy to understand, but many of the mechanics treat the player like they’ve just started their first dungeon and still need the training wheels. Not that there’s anything wrong with that at all, but for ‘max-level dungeons’ I think it’s safe to at least let players try running without the training wheels lol.
    And it doesn’t seem fair to say, ‘But you can just do Criterion/Savage/Ultimate if you don’t want incessantly easy content’ (looking at you Yoshi-P). I don’t think ‘you can only have fun in this game if you’re willing to commit to a static or finding people in party finder’ is a great message to be sending
    (13)