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  1. #1
    Player
    ddaydj's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Eir Disir
    World
    Cactuar
    Main Class
    Arcanist Lv 50

    Endgame Dungeon Rebalance

    I would like to preface this by saying that I have only done a couple of the Lv.50 dungeons. In all cases it was a bad experience, some of it was the people I was grouped with, but I think the larger issue is that the dungeons and their incentives are poorly designed.

    Boss are the only ones that give Tomestones, and are the ones that reward you with coffers that give the most desirable equipment. So every party I've gotten into has the tank pull the entire leg of the dungeon with the rest of the party following close behind. When they reach the boss the tank dies in a corner and the healer raises them after the enemies have left the area. To my knowledge there is no incentive to do battle with the enemies that come before a boss. In fact, because of the way that armor degrades, you will save quite a bit of money by avoid encounters even if you die a few times along the way.
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  2. #2
    Player
    ddaydj's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Eir Disir
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    I have two thoughts on how this can be addressed. One would be to have everyone in the dungeon get a minimal amount of hate when one person gets hate. This would make it so that when the tank runs into a corner and dies, the dozens of enemies in tow will go over and murder the remaining party members before returning to their starting positions. I don't particularly like this way, but I think its an effective way of getting the job done.

    The other suggestion I have would be for regular mobs to reward Tombstones. I'm not sure what the proper quantity should be and if it should be a guaranteed drop for every kill. This would also change the speed of player progression at endgame so other changes might need to be made to offset the difference.

    I'm confident that the current tactics that people are using to complete dungeons is not at all what was intended. There is plenty for me to do in the game, but for now end-game dungeons is not going to be one of them.
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  3. #3
    Player
    Abrasumente's Avatar
    Join Date
    Aug 2013
    Location
    My chair
    Posts
    28
    Character
    Abrasumente Asiri
    World
    Adamantoise
    Main Class
    Conjurer Lv 50
    I dont see why they would have trash that doesn't drop anything desirable. To be quite frank... every game I've ever played had the incentive of killing trash for possible drops or a few packs to clear enough space to bypass certain adds that were nothing but time wasters, even if they were capable of dropping said unique items. None the less, I feel that the only thing they could do as far as a redesign is to incorporate an incentive to remove trash packs. Now with that being said mind you, I dont think we should have to clear the ENTIRE dungeon in order to advance, but at least make a few packs completely unavoidable and have to kill while other packs are either skipped or killed because of the incentive of drops.

    Mind you, I don't feel the need for them to consider this an exploit... people are going to do this anyways. Let em. This has never been an exploit even in games such as swtor / wow / rift, etc... I'm seeing a lot of people call this exploiting / against the ToS which baffles me. So to say the least, I agree that mobs should reward some tomestones, if only a few here and there. That would make it more desirable. Maybe with some added drops that could potentially be worth something. Otherwise, I don't think any redesign needs to be done whatsoever. My repair bills suck as it is, but whatever. Levequests / guildhests ftw.
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  4. #4
    Player
    ddaydj's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Eir Disir
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    Another idea I had to fix this was to provide a bonus reward of Tombstones at the end of the dungeon based on the percentage of enemies defeated.

    Quote Originally Posted by Abrasumente View Post
    Mind you, I don't feel the need for them to consider this an exploit... people are going to do this anyways. Let em. This has never been an exploit even in games such as swtor / wow / rift, etc... I'm seeing a lot of people call this exploiting / against the ToS which baffles me.
    @Abrasumente, I agree, I don't think that this is an exploit at all. The thing that people do while fighting Ultima Weapon on the other hand...
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