Solving a ancient problem with Normal Dungeon Difficulty

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So I've put out various ideas about this for the past few years, but what I would want requires a major re-work.

So instead I thought back to the Difficulty adjustment feature that is present in various spots of the Main Story.

Rather than reworking monsters and bosses in a major way but instead their mechanic speed and Damage Rating is adjusted by difficulty (except a hypothetical very hard mode)

Normal Difficulty - This would be the standard everyone is used to doing.

Hard Difficulty - Monster & Boss Mechanic behavior is sped up and harder to evade, and damage is increased.

Very Hard Difficulty - Same as above, but only unlocked after beating the main story of the expansion. You visit the Yoshi P Bard guy to unlock them by telling of your exploits.

-Gear drops in Very Hard have pink icon variants at max MSQ ilvl (Pink Gear was abandoned years ago) that has increased ilvl by 5 points and one more materia slot. Same gear, but just upgraded. Might be useful for those looking for alternative gear to help with Extreme raids.

-Normal Monsters in very Hard Mode are changed to more dangerous variants with different mechanics, the last boss of each dungeon gets a new soft enrage ability.
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-Each Difficulty comes with increased percentage of rewards

Gil x 2 for Hard, x 3 for Very hard
Tomestones x 2 for Hard, and x 3 for very hard
Gear Drop + 1 at the very last coffer (Hard)
Gear Drop + 2 at the very last coffer (Very Hard)

-Each Very Hard Difficulty Dungeon gets a new color variant of the same minion if it drops in that dungeon.

-New titles for people who beat the very hard versions

-New Roulette for Very Hard difficulty Mode Dungeons

-Beating all the Very Hard variants of a Story Expansion unlocks a new mount and one more title. The Mounts will be based on a monster you encountered in one of the dungeons (whichever that maybe for a developer to pick).

Well, that is all I got. Good idea? Bad idea? Let me know.

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