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  1. #1
    Player
    Rydia_Misuto's Avatar
    Join Date
    Jul 2017
    Location
    Limsa
    Posts
    44
    Character
    Rydia Misuto
    World
    Balmung
    Main Class
    Arcanist Lv 90
    while we're talking about difficulty, can we please make any of the pre-DT dungeons at all challenging, even a little bit? As an immediate offhand example, I really do miss when the mechanics of the bosses in Gubal Library actually mattered at all. I wasn't a fan of early ARR dungeons becoming steamroll-fests, but this problem has reached as far as Endwalker now. Are we doomed to a game where every single dungeon is irrelevant if it isn't 'current' content, or if it takes any time at all it's due to forced chokepoints like the final mob segment of Holminster Switch?

    Can we get back dungeons that are not hallways that follow a lock-step pattern? I miss old Tam-tara for having options /at all/. I miss dungeons ever having any kind of challenge or variety whatsoever. All that's gone, AND bosses run to the center on top of all of it, too, invalidating the very concept of tank positioning being a factor at all?

    It's extremely sad that there are people wailing and gnashing their teeth at the concept of the game getting any 'harder' at all when it's the tiniest flimsiest step towards the still-too-easiness of Shadowbringers. I would like more dungeons with floor effects, environmental hazards, any kind of mechanic at all, branching paths, variety in approach methods. Antitower could have let you pick which path you did first and even if you still did all of them anyway, it would be SOMETHING. This has been sorely missing and an increasingly pervasive problem since /Sohm Al Hard/ back in HW.
    (2)

  2. #2
    Player
    EponaTBHSMH's Avatar
    Join Date
    Oct 2016
    Posts
    159
    Character
    Gyalva Guillen
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rydia_Misuto View Post
    while we're talking about difficulty, can we please make any of the pre-DT dungeons at all challenging, even a little bit? As an immediate offhand example, I really do miss when the mechanics of the bosses in Gubal Library actually mattered at all. I wasn't a fan of early ARR dungeons becoming steamroll-fests, but this problem has reached as far as Endwalker now. Are we doomed to a game where every single dungeon is irrelevant if it isn't 'current' content, or if it takes any time at all it's due to forced chokepoints like the final mob segment of Holminster Switch?

    Can we get back dungeons that are not hallways that follow a lock-step pattern? I miss old Tam-tara for having options /at all/. I miss dungeons ever having any kind of challenge or variety whatsoever. All that's gone, AND bosses run to the center on top of all of it, too, invalidating the very concept of tank positioning being a factor at all?

    It's extremely sad that there are people wailing and gnashing their teeth at the concept of the game getting any 'harder' at all when it's the tiniest flimsiest step towards the still-too-easiness of Shadowbringers. I would like more dungeons with floor effects, environmental hazards, any kind of mechanic at all, branching paths, variety in approach methods. Antitower could have let you pick which path you did first and even if you still did all of them anyway, it would be SOMETHING. This has been sorely missing and an increasingly pervasive problem since /Sohm Al Hard/ back in HW.
    Reading this, along with the rest of this thread, comforts me in the idea that this game does need tiers of difficulty, PSO2 style, where harder difficulties give better rewards.
    That way people that are enjoying the route that DT is taking difficulty wise can also enjoy previous expac dungeons while players that enjoy a more relaxed style of play where they don't wanna think too much can also enjoy.

    Non standard double wall to wall pull would be good too, changing the pacing of the dungeon to not always being 2 sets of mobs then boss would be refreshing
    (1)

  3. #3
    Player
    Jinglypockets's Avatar
    Join Date
    Jul 2024
    Posts
    77
    Character
    Kisori Petrova
    World
    Brynhildr
    Main Class
    Paladin Lv 100
    Quote Originally Posted by EponaTBHSMH View Post
    Reading this, along with the rest of this thread, comforts me in the idea that this game does need tiers of difficulty, PSO2 style, where harder difficulties give better rewards.
    That way people that are enjoying the route that DT is taking difficulty wise can also enjoy previous expac dungeons while players that enjoy a more relaxed style of play where they don't wanna think too much can also enjoy.

    Non standard double wall to wall pull would be good too, changing the pacing of the dungeon to not always being 2 sets of mobs then boss would be refreshing
    I find it completely impossible to enjoy lower-level content because syncing down mangles my character by taking away all of my abilities. I have a hard time seeing this as a viable option.

    Then again, it seems likely that people struggling with current content would probably cope better with their character getting broken in half better than I do.
    (0)