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  1. #1
    Player
    RedLolly's Avatar
    Join Date
    Oct 2024
    Posts
    857
    Character
    Lorna Mardoll
    World
    Lamia
    Main Class
    Summoner Lv 100

    Whatever happened to Hard mode remixes of dungeons?

    I just kind of miss the concept and it's been gone for a few expansions now. The devs just never bother exploring the concept of needing to return to an older area for something. There's also the joke that Brute Abominator is basically Aurum Vale Extreme with the design and battle mechanics, but genuinely some of those attacks absolutely do feel like they could've been conceived for a level 100, hard mode of Aurum Vale.

    I think it's mostly because I love both versions of Lost City of Amdapor and Great Gubal Library so much.

    I would like to see this idea come back once in a while again.
    (9)

  2. #2
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,656
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Insufficient developer resources, as they are making other content and are no longer allowed to work 60+ hour work weeks.
    (3)

  3. #3
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,218
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    The "hard mode" versions were always the "optional, sidequest" dungeons.

    In ARR, they made 3 dungeons per patch.

    In Heavensward, they made 2 dungeons per patch, 1 of which was normally an MSQ dungeon.

    In Stormblood, they alternated, making 1 dungeon some patches and 2 in others, so they could reinvest the resources elsewhere.

    In Shadowbringers, they announced they were no longer going to produce multiple dungeons, because they had reached a point where there were plenty of them and obviously achieved their goal of there being "lots of dungeons", and would reinvest the resources elsewhere. Due to Duty Support, every dungeon thereafter was always an MSQ dungeon.

    The only exceptions to all this, of course, are the 2 sidequests dungeons we get every expansion, which come with the expansion itself and variant dungeons and deep dungeons which work differently, but generally all these tend to explore lore that didn't get looked at deeply before.

    Anyway, I never considered the hard mode versions to be actually hard. Especially from Heavensward onwards. If you removed the (Hard) tag a person would never guess it was supposed to be harder than MSQ dungeons.
    (5)

  4. #4
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Hard Mode was a mislabel imo.

    There's not hard about those dungeons, they had the same difficulty as any other level cap dungeon of their expansion. Of course, a "hardmode" level 50 Satasha will be harder than the level 15, that's a bit obvious, but beyond the point.

    I feel that a proper label would be "Revisited", because isn't even the same exact dungeon for most of the cases.

    That being said, they could revitalize the label "Hard Mode" as actual hard mode versions of each dungeon. Since Criterion will be boss-focused now, this could be where we play around hard trash packs, idk...
    (6)

  5. #5
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,196
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    I feel like earlier (ARR) dungeons are something akin to, "Here's a place in the world where things might happen, and where the MSQ might happen to take you by." As the WoL, you stop by, take care of the problem of the moment, but... maybe more problems crop up later.

    Newer dungeons are much more akin to, "Here's where the MSQ happens." The only problem to take care of is the one presented by the MSQ, and it's all neatly tied off when the MSQ is done with it. There's nothing left to remix.
    (4)

  6. #6
    Player
    Shistar's Avatar
    Join Date
    Dec 2021
    Location
    Housing update waiting room
    Posts
    735
    Character
    Arkaiss Crow
    World
    Phantom
    Main Class
    White Mage Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    I feel like earlier (ARR) dungeons are something akin to, "Here's a place in the world where things might happen, and where the MSQ might happen to take you by." As the WoL, you stop by, take care of the problem of the moment, but... maybe more problems crop up later.

    Newer dungeons are much more akin to, "Here's where the MSQ happens." The only problem to take care of is the one presented by the MSQ, and it's all neatly tied off when the MSQ is done with it. There's nothing left to remix.

    This is how I feel as well... I find it a bit sad that we've lost that sense of other stories going on around us, which may or may not coincide with ours, that sense of adventure is lost.
    (2)

  7. #7
    Player
    RedLolly's Avatar
    Join Date
    Oct 2024
    Posts
    857
    Character
    Lorna Mardoll
    World
    Lamia
    Main Class
    Summoner Lv 100
    I guess my question is more, why has the MSQ given us a reason to revisit an older area with a "Hard Mode" dungeon.

    Actually, Meso Terminal was pretty much just Alexandria (Hard). If it had been labeled as such, nothing in the design would be changed and it'd be exactly how most previous hard variants were designed.
    (2)

  8. #8
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by RedLolly View Post
    I guess my question is more, why has the MSQ given us a reason to revisit an older area with a "Hard Mode" dungeon.

    Actually, Meso Terminal was pretty much just Alexandria (Hard). If it had been labeled as such, nothing in the design would be changed and it'd be exactly how most previous hard variants were designed.
    I think it's just a directive, honestly.

    It feels a bit weird for it to happen in the MSQ, as it gives a bit of a recycle feel. We already 'revisit' the dungeon as a pseudo-questing zone sometimes (e.g. Troia), which is fine.

    But I think returning as an optional dungeon is really nice when done like in Pharos Sirius, where you actually visit a different route than the one you know. And the place tells a different story to expand upon the location's lore.
    (1)

  9. #9
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,420
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    I feel like earlier (ARR) dungeons are something akin to, "Here's a place in the world where things might happen, and where the MSQ might happen to take you by." As the WoL, you stop by, take care of the problem of the moment, but... maybe more problems crop up later.

    Newer dungeons are much more akin to, "Here's where the MSQ happens." The only problem to take care of is the one presented by the MSQ, and it's all neatly tied off when the MSQ is done with it. There's nothing left to remix.
    I wish we'd go back to that tbh
    The msq is so predictable because the dungeons can't be side quests anymore, same with trials
    I'd love if we couldn't see that "wow, i'm level x3, that big monster is the next trial"
    (1)

  10. #10
    Player
    Alicie's Avatar
    Join Date
    Sep 2025
    Posts
    316
    Character
    Alicie Wonder
    World
    Ravana
    Main Class
    Armorer Lv 52
    Nobody really cares about hard dungeons because there is no particular valuable reward tied up to them.
    We all know well that SE won't add meaningful rewards because they feel need to push players towards mog station purchases, and we all know well that players won't give a damn about something that offers no rewards (just look at q40)
    (1)

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