Trust: Potentially Bottlenecking Future Dungeon Design And Expert Roulettes.

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Want to start this thread by saying my personal opinions on Trusts are that they are not for me, but I respect them being in the game to allow people to have the option to use them. I have tried using them before and found it very slow (especially as a tank main), so I'm most likely not using them anymore in they're current state. All the more power to people who will continue to use them for various reasons.

Trusts are now included in every new dungeon we get per patch. Since the trusts involve the scions (our major NPC's), future dungeons are now locked into MSQ. This means unless the main story brings us to a location, we will not visit it for a potential dungeon.

My main issue is with the change regarding dungeons which has started from 5.1 and has continued to this day. That choice has been to reduce the amount of dungeons we get on every even numbered patch to just one. This change has not only made our expert roulette not so much a roulette but a coin flip which leads to repetition, but has also limited our choices on locations due to trust.

This is a major blow to creativity to me since this means the possibility of Hard Mode dungeons (just for the variety) are not likely to be in the cards for future dungeons. Ideas like Saint Mocciane's Arboretum HM, and Hullbreaker Isle HM are great ways to make previous content we've run more interesting. Using similar set pieces with new music/mobs/bosses, was a great way getting more bang for our buck on patch day with variety. Many old ARR dungeons and beyond could be reworked to be very cool with a current dungeon mindset (I've talked about previous ones in threads before) but seeing ARR get the crazy rework would be great to see. I know dungeons like Matoya's Relict are their way of bringing us back to old locations with similar themes, but with the history of some of those previous areas I'd love to see them expanded upon, and not only just substituted for a new one.

Getting two dungeons (even if one may be a reworking of a preexisting dungeon), allowed for burnout on Expert to be not as frequent, as we generally run expert every single day, which when we're mainly getting just the new dungeon (as of writing in 5.4 is Matoya's Relict). The old system basically allowed us to get three dungeons per patch in it's rotation, which I feel added more to each cycle even if the prior two dungeons in an odd patch are outdated.

I know Yoshi-P has stated that due to the reused assets, and the time spent, they have cut out the second dungeon to use for more new content. I can respect them wanting to make more things, but I feel this is hurting the players who do dailies on the often as it does bottleneck us into this repetition. It's no secret XIV is repetitive on it's end (especially when the endgame is at minimum capping on tomes) but I feel choices like this and the recent MSQ inclusion of Crystal Tower raids(which I could make it's own thread for), have caused boredom to appear much more often for anyone who runs dailies, well daily.

I've personally been bowing out of Expert every couple of days and would rather run 80 roulette as it's been the one that keeps getting better over time with the bigger pool of dungeons to run even if the rewards are not as good as Expert.

My personal hope is that our MSQ allows us to visit previous locations (to make it a hard mode) with trusts to give us some more variety if we're in a lull for the story while waiting. Even if it's we get a new set of NPC's to take to make it possible, I'd be okay with it. That or we revert back to the old style from 4.X where we do get a bells and whistles new dungeon but also give us a second one that can be a rework of an old dungeon but with some cool boss ideas, set pieces, and especially the music.

I feel that would add some spice to expert, 80 roulette, and the eventual 50/60/70/80 roulette we get in 6.0.

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