I still remember the devs having to nerf the bees in Amdapor Keep back in ARR. Not to mention people struggling with The Aurum Vale and Dzemael Darkhold. The reality is, dungeons did in fact have more mechanics to them and which were more punishing than today's content.
Current dungeon design is, segmented hallways of 3-4 packs of mobs that you group up and aoe down, then a boss. Rinse and repeat.
ARR was great expansion, however remove the nostagia it's better than EW in terms of a game but not better than SB,SHB
It was fun how irregular dungeons were in terms of mobs and bosses. Mobs were located in different floors and places like that dungeon with the tonberries. Imagine having to go to different floors and locations to pull levers in today's ffxiv? People would rage.I still remember the devs having to nerf the bees in Amdapor Keep back in ARR. Not to mention people struggling with The Aurum Vale and Dzemael Darkhold. The reality is, dungeons did in fact have more mechanics to them and which were more punishing than today's content.
Current dungeon design is, segmented hallways of 3-4 packs of mobs that you group up and aoe down, then a boss. Rinse and repeat.
They could use Cure 1, Protect, and Stoneskin 1.
The first was useless, Protect made prepulls a few seconds faster, since the PLD could Protect while the healer used Stoneskin II.
Inbound Stoneskin I to be fairly useful on PLD in ARR and HW, though. An on demand shield was pretty nice in some niche situations. The one that immediately comes to mind is the black pegasus in Sohr Kai. That thing actually hit pretty hard at launch, amd you had just enough time to get a stoneskin up after it became untargetable for its charge attack.
God, I am glad the devs never go to the English forums to look at feedback
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