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  1. #31
    Player
    GreenLeafy's Avatar
    Join Date
    Sep 2015
    Posts
    109
    Character
    Kokiche Verden
    World
    Jenova
    Main Class
    Bard Lv 100
    I also miss the unique things old dungeons had , or even the side routes. Sure on reruns you didn't have to go to them all the time but the open aspect of exploration was a delight for a first-time run.

    The fact that the endgame currency grind is tied to re-running dungeons like mentioned before is probably why some people complained , compounded with them having to do more super scripted mechanics so that they can code their trust system for them. Which tbh is kind of a shite trade-off. Instead of having some more engaging mechanics you have the same scripted dance you have everywhere else in the game and artificial mob pack cut offs worse than before that just bloat the run time. I'd really rather have the time increase in a dungeon be from a silly mechanic like the bees in Qarn than having a magical barrier that made me do 1 mob before it drops down and I do 3 more before the boss. Give me some pads to step on again , or even more engaging trash mobs , just anything else.

    I feel bad for new players that didn't get to experience how silly and fun some of the old dungeons used to be. For sure dungeon design as a whole in this game has never been anything spectacular but ,man, the new versions are such a snore.
    (4)

  2. #32
    Player
    EdwinChucklenuts's Avatar
    Join Date
    Nov 2023
    Location
    Gridania
    Posts
    94
    Character
    Edwin Saebeorn
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    ARR no Heavensward was alright cuz they started the current formula.

    ARR was too aimless and labyrinthian most of the time. Like every dungeon was the equivalent of WoW's Wailing Caverns. I like the idea of just trash pull, boss, trash pull, boss, etc.
    (0)
    I DON'T WANNA SPEAK TO WUK LAMAT SHE TOOK MY VIPER DEBUFF I'M GONNA UNSUB I SWEAR I'LL DO IT

  3. #33
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    I miss dungeons having "gimmicks" that added to potential extra damage taken or added a little bit of feeling you were doing more than just pulling enemies to the next wall during their trash segments, something they stopped doing as of Keeper of the Lake. It made dungeons set themselves apart in more than just the bosses and the scenery behind the invisible walls.
    ARR optional dungeons showed you could have that while still adhering to the linear hallway design.

    Quote Originally Posted by EdwinChucklenuts View Post
    ARR no Heavensward was alright cuz they started the current formula.

    ARR was too aimless and labyrinthian most of the time. Like every dungeon was the equivalent of WoW's Wailing Caverns. I like the idea of just trash pull, boss, trash pull, boss, etc.
    There is nothing "labyrinthian" about the vast majority of ARR dungeons. The only dungeon with that problem was the old Thousand Maws of Totorak. The handful leveling dungeons in ARR that still have optional rooms (Sastasha, Stone Vigil and Temple of Qarn) make it very obvious what the critical path is.
    (6)
    Last edited by ReynTime; 08-08-2024 at 11:17 PM.

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