I wonder if this means we're going to see any more optional dungeons this go around. And if they'll maintain this level of difficulty. That would be nice--might go a long way for healer QoL for more midcore/casual content, too.Yoshida himself said that this time the word expert in expert dungeons will mean something.
You have your story dungeons. The others are not needed so no there should be no nerf.
There is a time and a place for casual dungeons but this isn't it.
I agree with the posters before me. Do not listen to OP.


Ahem ..yah... lol.
I believe that when I see it ingame.
So far, the first dungeon tier was alright with wall-wall pulls because our initial gear is crap but every subsequent tier was outclassed via tome gear already.
Player
I agree with OP about that specific attack. Even as a SMN main it's hard for me to avoid them and I have pretty much no restrictions on my movement. The hitboxes are just a little bit too big, I think adjusting them to about 85% of what they currently are would be ideal. Other than that, I haven't felt any problem with the difficulty. If anything, bosses should have their health buffed, they all seem to die too fast.




I think it's less of a hitbox issue and more of a latency issue. Playing on the OCE server, I'm able to dodge those gremlins quite easily (though playing on BLM I hate it when Triple Cast isn't available) and I swear I should have been grabbed by them multiple times, especially when I thread the needle between two or more... unless that's also a latency issue and I'm just using it in my favour?I agree with OP about that specific attack. Even as a SMN main it's hard for me to avoid them and I have pretty much no restrictions on my movement. The hitboxes are just a little bit too big, I think adjusting them to about 85% of what they currently are would be ideal. Other than that, I haven't felt any problem with the difficulty. If anything, bosses should have their health buffed, they all seem to die too fast.
Agreed on buffing boss HP, though. They're currently tuned to level 99AF-100 tome gear and once the raid, weekly tome and crafted gear becomes available, they'll melt faster than a currently melting ice cube.
Well, the latency effectively stretches the hitbox in the direction the enemy is moving based on its speed and your ping to the server. Making it smaller will fix the issue for people with a ping of 100-200ms. The real fix would be to improve the netcode and also do all the collisions client-side, but I'm trying to be realistic in my requests, lol.


People always have this illusion about expert at the beginning of every expansion. We go from 2 years of overgeared (raid/tome) to severely undergeared in the first set of new dungeon. People entering the new expert with lvling gears, some may be even still using lvl90 blue whether previous most group would be two tier above the dungeon difficulty. Remember End Walker dungeons? People also gushed about how it's a new level of difficulty ... how the rest of the expansion played out?
Once I hit 705 it's really just the same old same old. Because expert dungeons will always be balance for 2 tiers below max gears, it will never be challenge unless they're radically change the design itself.
Tbf, the mechanics are still harder than what we have seen and they straight up one shot you when you fail them so at least there's that.People always have this illusion about expert at the beginning of every expansion. We go from 2 years of overgeared (raid/tome) to severely undergeared in the first set of new dungeon. People entering the new expert with lvling gears, some may be even still using lvl90 blue whether previous most group would be two tier above the dungeon difficulty. Remember End Walker dungeons? People also gushed about how it's a new level of difficulty ... how the rest of the expansion played out?
Once I hit 705 it's really just the same old same old. Because expert dungeons will always be balance for 2 tiers below max gears, it will never be challenge unless they're radically change the design itself.
I can't think of a single expert dungeon people have complained about being difficult until Dawntrail, and I've played since Heavensward. The reality is the mechanics are just more fun and interesting this time around. (I don't want any of them nerfed, they're great)People always have this illusion about expert at the beginning of every expansion. We go from 2 years of overgeared (raid/tome) to severely undergeared in the first set of new dungeon. People entering the new expert with lvling gears, some may be even still using lvl90 blue whether previous most group would be two tier above the dungeon difficulty. Remember End Walker dungeons? People also gushed about how it's a new level of difficulty ... how the rest of the expansion played out?
Once I hit 705 it's really just the same old same old. Because expert dungeons will always be balance for 2 tiers below max gears, it will never be challenge unless they're radically change the design itself.
one big reason for that could be that expert dungeons used to be just as faceroll and just as bad as normal lvling dungeonsI can't think of a single expert dungeon people have complained about being difficult until Dawntrail, and I've played since Heavensward. The reality is the mechanics are just more fun and interesting this time around. (I don't want any of them nerfed, they're great)
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