those two dungeons weren't even that much harder to begin with, people were just overreacting at launch, because we didn't outgear it. But yeah, sadI've just realized, since they stated that the 7.1 dungeon won't have the same novelty or difficulty as Strayborough or Tender Valley due to them being story dungeons; we won't be getting any other challenging dungeons this expansion. That's really sad to hear and cheapens the hype that those two expert dungeons were able to generate. Back to hand holding it seems. The worst part is, those dungeons aren't game ending, no one would be hard stuck on those if run with Trusts who run directly to the safe spots as they do. Hopefully Criterion pops off, I guess.




Either it's me or Yoshida misunderstanding (probably me), but personally I'm more desperate for fresh and interesting content, including dungeons, than more difficult fast food DDR.



Fresh and interesting content requires time, effort, creativity, and a willingness to take risks, which is why they stopped doing it and just follow the formula instead.





Imo I think it's a roulette problem than more dungeons, if they can make more dungeons without any cost in any other content-- I guess more is better, but if they had to sacrifice one end for the other.. I imagine it would be better to just address the real issue which is burnout from the same thing over and over. Simultaneously perhaps make the sync better so you don't lose your kit (like WoW / GW2), which can help so when you go back to old content you're not like OH GOD ITS THE 1 2 1 2 1 2 4 DUNGEON.
More for free, sure- that's awesome actually! More for a cost somewhere else... my suggestion would be to address roulette diversity (reorganizing the roulette) and fix the sync first. Win win for me :P

I'd love a return of Hard Mode dungeons. Just getting to see what's going on in those environments we've cleared before was pretty fun and seemed like relatively easy content to develop.
Getting a Variant dungeon each patch would also be great but that's probably too resource heavy for the current team.



I miss "hard mode" dungeons. Some of them are my favourite dungeons in the entire game. Thematically, Tam Tara Hard is incredible. Love that one. I quite enjoy Sastasha Hard, too. I don't care that it's the same environment with a spin. It's not like this game doesn't reuse assets all the time anyway.





Whenever I think of a high quality dungeon that I don't necessarily love, I think of Neverreap.
It was linear, but the mode of progression made sense due to, you know, the WoL being unable to fly.
The twisters leading up to the first boss made for nice route altering obstacle that you could try and just run through, but it'd kind of bork your pull if you did. Little bit of skill expression there if you skirted them just right.
First boss had two different add phases, one of which had to be respected.
Pulls after first boss leading to second had two types of problem monsters. 1, a large Treant with the ability to displace the entire pack, but also sleep you if you got caught in Acorn Bomb. Other than him, if you walled to wall, you'd pull 4 Bees. And those are Final Sting having Bees. You could still do it that way with enough DPS, but those bees Final Sting would be staggered, so tank invuln had to be on point. Or the DPS had to know about the bees and focus them down.
Second boss had mechanics you pretty much had to respect because it hard stopped damage done to boss if you didn't, while also buffing his bleed to an insane degree.
Third segment of dungeon had the water walls and dhalmels. You got that neat screen effect if you stood in the water spouts. And the water spouts were tied to the mobs that came out of them, so you could effectively ignore the larger HP mobs if you wanted, and cross the final wind gap to the boss.
And final boss again had mechanics you had to respect. Get knocked off when it does turbine or w/e? You're done son! Unique mechanic of building evasion stacks while adds pop out constantly til it finally builds enough wind around it that the wind sprite adds all pop out and have to be killed. Very memorable, if not really all that hard.
I miss dungeon design like that. Everything's a lot flashier now with zigzaging AOEs and all that jazz, but it doesn't feel like it was crafted with care. Just crafted with zoomer brain in mind.
(Signature portrait by Amaipetisu)
"I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore
I still hate the first boss' primary gimmick but that's nothing to with the difficulty or the damage throughput, both of which are lacking, it's just things jumping to the side to grab you for no other reason than to be annoying. It doesn't make me think "Yeah, I deserved that." it annoys me and then removes my agency leaving me instead to think "Right, I'ma go make coffee while I wait this out", the other mechanics in the dungeon aren't bad though. I like the Tender Valley mechanics as a step in the right direction but they need more.
The trick I suppose is in creating a failure result that isn't unduly annoying.




That first boss is a cool attempt at something new, but it's still DDR.
Dungeon design used to be a lot more interesting and unique.
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