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  1. #1
    Player Fourbestintoner's Avatar
    Join Date
    Sep 2015
    Posts
    758
    Character
    Melodiane Valerian
    World
    Masamune
    Main Class
    Black Mage Lv 42
    It's already too late, all the old dungeons have had their soul removed, the last time I had to do leveling I got Brayflox, the absolute state of it made me so depressed I couldn't touch the game again for a few days. There isn't a single dungeon left that hasn't been ruined. Totorak, Sohr Kai Brayflox, Skalla, Darkhold all extremely depressing.
    (3)

  2. #2
    Player
    CamuiKushi's Avatar
    Join Date
    Jan 2022
    Location
    Ul'dah
    Posts
    306
    Character
    Camulos Kellesha
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    Halatali is mandatory to unlock a bunch of features in the game in the same way as Darkhold. I'm honestly baffled it didn't get a rework when Darkhold did because it definitely needs it.

    Honestly, I'm all for the reworks. Dungeons from the base game shouldn't be more confusing and difficult than those from recent expansions. If I have any complaints about dungeon design at all it's that Endwalker's brand new levelling dungeons were more braindead than ever before. The difficulty curve shouldn't be a slope downward. Thankfully DT seems to have course corrected a little bit.

    I will however concede that utterly optional dungeons like level 50s and hard mode dungeons should be left as is until such a time that it looks like the game will be sunsetted and turned into a single player experience.

    Quote Originally Posted by Mecia View Post
    Please rework CT all willy nilly.
    PLEASE. Honestly they could be reworked into full party dungeons and put into their own roulette and I'd be completely OK with that.
    (2)

  3. #3
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by CamuiKushi View Post
    .

    PLEASE. Honestly they could be reworked into full party dungeons and put into their own roulette and I'd be completely OK with that.
    I would much rather they experiment with a tighter ilvl sync on lota and syrcus before resorting to a heavy-handed rework. Not minimum item level of course, but it seems an obvious place to start given lota is 50 min/130sync (approaching triple). Even 75-100 range would let most parties see bacon and consider interacting with the behemoth lightning switches. Similar for syrcus, scylla may get around to daybreak in the average party, glassy is probably still going to be a joke, Amon we all know can be made more challenging by disabling the ice cube mechanic and xande’s tankbuster hurts if you’re a blue mage with a particularly critty opener. WoD I think has several mechanics that generally get respected, even if cloud’s snakes haven’t been seen often lately. Several-headed dragon has the firebird tether swap, expanding knock up and slime that usually get dealt with properly, Cerberus is saddled with a catchy but not optimal strategy, angra has doom, hourglass and swapping halves.

    There is a lot of potency creep that has made things melt faster than they did, but I think WoD feels fairly comparable to aglaia in terms of engagement these days.
    (2)

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,467
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by fulminating View Post
    I would much rather they experiment with a tighter ilvl sync on lota and syrcus before resorting to a heavy-handed rework. Not minimum item level of course, but it seems an obvious place to start given lota is 50 min/130sync (approaching triple). Even 75-100 range would let most parties see bacon and consider interacting with the behemoth lightning switches. Similar for syrcus, scylla may get around to daybreak in the average party, glassy is probably still going to be a joke, Amon we all know can be made more challenging by disabling the ice cube mechanic and xande’s tankbuster hurts if you’re a blue mage with a particularly critty opener. WoD I think has several mechanics that generally get respected, even if cloud’s snakes haven’t been seen often lately. Several-headed dragon has the firebird tether swap, expanding knock up and slime that usually get dealt with properly, Cerberus is saddled with a catchy but not optimal strategy, angra has doom, hourglass and swapping halves.

    There is a lot of potency creep that has made things melt faster than they did, but I think WoD feels fairly comparable to aglaia in terms of engagement these days.
    If you synced syrcus to the 75-90 range you would definitely see black floor on gassy Legolas so I think that’s a good baseline
    (2)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. #5
    Player
    Voidmage's Avatar
    Join Date
    Apr 2020
    Posts
    693
    Character
    Hen'iel Jackel
    World
    Twintania
    Main Class
    Blue Mage Lv 47
    Quote Originally Posted by Bitmoar View Post
    It wouldn't be quite so bad if the remakes weren't so entirely soulless. Thousand Maws is the pinnacle of lazy design. I miss the old design, and that's saying a lot lol
    This.
    The problem is not the reworks themselves but how they are done.
    It’s the most lazy way done possible.
    I can already see corridors coming and we will go from old and bad design to new and bad design.

    I’m also a bit confused.
    Weren’t the reworks originally for trusts and to play the story solo?
    Why now side content also?
    I really question why they don’t use the manpower on the newer stuff to, don’t know, maybe give us hard mode dungeons back?
    (5)

  6. #6
    Player
    Xeronia's Avatar
    Join Date
    Jun 2016
    Posts
    314
    Character
    Xeronia Alden
    World
    Exodus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by TomsYoungerBro View Post
    While Square says implementing the duty support system is to provide a single player experience for players that want that (as this is a "final fantasy" game), that clearly is not the true reason for this. The real reason is because previous MSQ and Non-MSQ duties have very long queue times throughout most of the day, especially if you are a dps player. It's not a good look for veterans to have to inform new players of the game to "just wait for peak times to potentially get a queue". It makes it sound like this is a really old maintenance mode MMO with a few hundred players at peak times. They then need to re-work the dungeons to flawlessly work with trusts as this will now be the true new player experience.

    Yes, the game is not actually a 1000 player peak MMO, but FFXIV has many moments where it feels like it (especially for new players). Old zones are empty, queue times for old 4 player content is extremely long, and your best option is to just do it solo with bots in a massively multiplayer game.
    And this is why I was baffled when the EW relic was simply tomestones instead of sending you directly into old content like ARR/HW/ and ShB outside of Bozja did. There have been ways in the past to keep content alive without needing Duty Support.

    I do understand the desire to want all dungeons to be able to be done solo but having to change all of them to be Duty Support friendly is an issue. Let's take Halatali as that one Squadrons can also do, Squadrons don't do any mechanics but have inflated health pools and defensive stats to make up for it. I see no reason why they can't do that for Duty Support instead of changing the dungeons.
    (7)

  7. #7
    Player
    TomsYoungerBro's Avatar
    Join Date
    Oct 2022
    Posts
    464
    Character
    Tim Brady
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Xeronia View Post
    Let's take Halatali as that one Squadrons can also do, Squadrons don't do any mechanics but have inflated health pools and defensive stats to make up for it. I see no reason why they can't do that for Duty Support instead of changing the dungeons.
    It's because Squadrons are for veterans (or those who have already done the dungeons), while duty support is built for first-timers. Having the NPCs at least do the dungeon somewhat properly is a cleaner experience than just having these trusts tank everything and get through the dungeon in a very janky way. So now they are streamlining everything because nobody is doing this old content.


    Quote Originally Posted by Xeronia View Post
    And this is why I was baffled when the EW relic was simply tomestones instead of sending you directly into old content like ARR/HW/ and ShB outside of Bozja did. There have been ways in the past to keep content alive without needing Duty Support.
    This is definitely part of it, but I believe there is also the fact that many players don't want to play at such low levels anyway. Why would i want to queue up The Sunken Temple of Qarn when i have to play at level 35. Going from 100 to 35 is a nightmare in terms of game experience. So I think its two-fold: Incentive (as you pointed out), and Gameplay.

    In the end, they chose the easier route. No need to solve the gameplay and incentive issue if we just revamp all the content so official bots can run new players through the game.
    (1)

  8. #8
    Player
    CuteBucket's Avatar
    Join Date
    Apr 2024
    Location
    Amaurot
    Posts
    445
    Character
    F'helix Fraldarius
    World
    Cactuar
    Main Class
    Samurai Lv 100
    It goes to show that this is a flaw in both dungeon design and job design. I have a friend who simply will not play most content lvl 50 and under anymore. If the roulette lands them there, they just leave and eat the penalty and do something else for 30 minutes. They would rather not play the game than be forced into one of the old dungeons because they're too annoying and janky and/or syncing down that low level feels awful.

    I understand most people aren't this extreme--if I get content like this I just sigh and deal with, albeit unhappily--but if the devs actually want any longevity here, ironing out every dungeon to be a cakewalk isn't it either. Like I said previously, I hated old Toto-rak and hate current Halatali and Qarn. Some of these old dungeons just suck and the "unique" mechanics they have aren't fun or interesting, especially after your umpteenth run through them. So they're replacing the old janky mechanics with new mechanics (good) except the new mechanics aren't any more fun or interesting (bad). They also just really need to fix syncing down to feel less awful and make sure every job has a fully functional kit and rotation at lvl50 so it feels better to play.
    (0)

  9. #9
    Player
    kiotsukete's Avatar
    Join Date
    Feb 2014
    Posts
    91
    Character
    Kio Tsukete
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rithy255 View Post

    I do agree that ARR dungeons were "unique" but they were very unenjoyable for the most part, I personally don't see many people actually enjoying old ARR designed dungeons at least from the people I know usually complain about them.
    At the time they were new, these dungeons were far from perfect but to me what made them enjoyable was the sense of exploration and discovery that the newer cookie cutter dungeons don’t have anymore. Such as more than one path through, optional objectives, wandering mobs, little puzzles or mysteries to solve. Also, everyone was still learning the game and/or their class, so parties would actually have to talk to each other and the lack of skills wasn’t so bad.

    Nowadays yeah, these dungeons are utterly unenjoyable to run because all the novelty is long gone, optional objectives don’t increase roulette rewards, and losing 90% of your skills sucks big time. If level sync just capped your damage rather than tie both hands and a leg behind your back, it wouldn’t be so bad.

    But this is old, optional content we’re talking about. Much more content has been added since then for new players to do, so what’s wrong with just letting old content die if nobody wants to run it anymore? LL digest even said many newer players haven’t even unlocked these non MSQ dungeons so I’m just not seeing what the problem is here.

    I guess as a point of pride, maybe the devs just want more players to experience their old content. But I would much rather they spend their time on designing new content or at least reworking old dungeons into hard modes like they used to.
    (2)

  10. #10
    Player
    noumen0nn's Avatar
    Join Date
    Oct 2022
    Posts
    221
    Character
    Mara Sagegrove
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    I see a lot of people saying that the old dungeons don't hold up, but I feel the need to point out that some of them really do. Hullbreaker Isle is in my top 5 dungeons in the entire game.

    The bear traps in the first area that the tank needs to spot and avoid while pulling mobs are a unique, fun twist. Trusts can't navigate around those.
    Knocking fruit off the trees to distract the first boss and halt its raidwide spam, while not doing so too fast to avoid stacking the damage boost it gives to the boss, is novel and tests more than just your ability to dodge aoes. Trusts can't do that one either.
    Jumping between platforms on the last boss, chasing the tentacles as they spawn, baiting tornadoes away from where the party is fighting, getting tossed around to throw chaos into the mix; all awesome touches. Forget it, Trusts couldn't even handle Hraesvelgr's arena.

    Yes, it's jank. I fully admit that the last boss can be a frustrating affair with how slow jumping between platforms is and how randomly the tentacles move around. But these are all examples of concepts that could be explored further, iterated on, and cleaned up with modern QoL touches in future content. But they never will be, because apparently the plan is to make everything trust-compatible, which limits the creative toolkit to another 100 variations of dodge, stack, spread.
    (11)

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