Greetings everyone and thanks for looking this thread up.
I'd like to talk about Dungeons here, no trials, not savage/extreme/unreal or ultimate raids, just plain old dungeons that everyone does on a daily basis.
I think there needs to be done something about them, especially about the difficulty of them, in my time playing FFXIV, i noticed the following things about them:
- they all follow the same template, a marathon track with 3 bosses and ads in between.
> why not create something original for once? Like those MSQ solo instances in shadowbringers where you had to do puzzles which could then lead to a bossfight
- overall difficulty is too easy, in every expansion.
> it is easy enough that you can clear them even with a tank missing (tested it so far in most dungeons in ARR - Stormblood including matoyas relict, which i cleared with only a BLM, a DNC and me as SCH) or healer as well (tested it on some ARR to SB dungeons so far up to Ala Mhigo, that one my FC managed to clear with a partysetup of a GNB, DRK, BRD and NIN). Oh, and we're talking about sync'd (no undersized party at max level) runs of course.
-Bosses are far too predictable and don't do enough overall damage.
> Thanks to their current behavior patterns, "unbalanced" runs as mentioned above are possible in the first place. This could easily be made more difficult by introducing way more untelegraphed attacks far early into the game (aurum vale would have been a good first dungeon which introduced this, but we all know how this ended up unfortunately) and allowing the boss to be more random by using its skills completely random (like using tankbusters or telegraphs multiple times in a row if you're unlucky enough), not only would this spice things up a little, it would also force healers to actually heal more (which i am sure that certain pure healer enthusiasts would enjoy).
- Ad's are just cannonfodder in dungeons, they do have more overall damage compared to their counterparts you see sometimes out in the field, but not enough to be a actual thread, allowing you to pull the entire set as a "balanced" party (tank,heal and the 2 deeps) without much consequences as long as neither tank or healer falls asleep).
> strenghen them, and i mean alot (maybe even double their current damage on auto attacks) Normally in MMO's, dungeon ads hit really hard with their auto attacks and use skills that could easily threaten the whole party if not dealt with accordingly. Using PotD/HoH as a reference point would be my recommendation in terms of how the difficulty of skills should be (floor 1-50 for ARR, 51-100 for HW, 101-150 for SB and floor 151+ for ShB and beyond).
That would force players to plan ahead and use crowd controls such as stuns more wisely later on and give a sense of accomplishment for actually clearing it.
Those are my two cents on the matter, what do you guys think about it?
Continue reading...
I'd like to talk about Dungeons here, no trials, not savage/extreme/unreal or ultimate raids, just plain old dungeons that everyone does on a daily basis.
I think there needs to be done something about them, especially about the difficulty of them, in my time playing FFXIV, i noticed the following things about them:
- they all follow the same template, a marathon track with 3 bosses and ads in between.
> why not create something original for once? Like those MSQ solo instances in shadowbringers where you had to do puzzles which could then lead to a bossfight
- overall difficulty is too easy, in every expansion.
> it is easy enough that you can clear them even with a tank missing (tested it so far in most dungeons in ARR - Stormblood including matoyas relict, which i cleared with only a BLM, a DNC and me as SCH) or healer as well (tested it on some ARR to SB dungeons so far up to Ala Mhigo, that one my FC managed to clear with a partysetup of a GNB, DRK, BRD and NIN). Oh, and we're talking about sync'd (no undersized party at max level) runs of course.
-Bosses are far too predictable and don't do enough overall damage.
> Thanks to their current behavior patterns, "unbalanced" runs as mentioned above are possible in the first place. This could easily be made more difficult by introducing way more untelegraphed attacks far early into the game (aurum vale would have been a good first dungeon which introduced this, but we all know how this ended up unfortunately) and allowing the boss to be more random by using its skills completely random (like using tankbusters or telegraphs multiple times in a row if you're unlucky enough), not only would this spice things up a little, it would also force healers to actually heal more (which i am sure that certain pure healer enthusiasts would enjoy).
- Ad's are just cannonfodder in dungeons, they do have more overall damage compared to their counterparts you see sometimes out in the field, but not enough to be a actual thread, allowing you to pull the entire set as a "balanced" party (tank,heal and the 2 deeps) without much consequences as long as neither tank or healer falls asleep).
> strenghen them, and i mean alot (maybe even double their current damage on auto attacks) Normally in MMO's, dungeon ads hit really hard with their auto attacks and use skills that could easily threaten the whole party if not dealt with accordingly. Using PotD/HoH as a reference point would be my recommendation in terms of how the difficulty of skills should be (floor 1-50 for ARR, 51-100 for HW, 101-150 for SB and floor 151+ for ShB and beyond).
That would force players to plan ahead and use crowd controls such as stuns more wisely later on and give a sense of accomplishment for actually clearing it.
Those are my two cents on the matter, what do you guys think about it?
Continue reading...