4 man dungeon and battle-design improvement

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Before I even start. let me state after playing this game sense realm reborn. I have zero faith in this dev-team for them to correct this massive mistake. at this point in this games life they going make reworking every dungeon in the game. to have scaling differculty would take more then a single expansion to fix.

do able yes but resource-heavy.

First we need understand true essense of dungeons in mmorpgs. they never meant to be just easy content. instead it was meant to be training grounds watch players form groups or sign up to duty finder and group up other people.

however in FF14 they have failed in there purpose. from level1-100 they are consistantly too easy. rather it be by battle-design or class design. it is an issue. should be addressed as soon as possible

first of improving the differculty isn't just making things are harder. it is guide players to play there jobs effectively with a gentle or firm push. rather it be with monster mechanics. whatever the case things need be spiced up a bit. things need "change hard"

the way tanks actually tank in dungeons are upfront to what a tank actually is. tank players do not feel need to pop cool-downs or if they do pop ones they are extremely overpowered and break the baliance between 3 roles respectfully.

One person having fun. should not ruin the fun of other 3 jobs in your party no its not ok. people will agrue that raid baliance is only true baliance. that is false. I get behind people who love raiding. but as long your content doesn't destroy the game for other people who do not like your content. want anything to do with it.

only two true ways I can see this problem being fixed - that 4 man dungeons and raids are completely seprate meaning like pvp you have completely new set of skills and abilities that do not overlap with one another dont get use raiding abilities in 4 man group and raiders dont get to use abilities for raiding in 4 man group this cuts all ties makes both easier to baliance. one completely destroying the other

or

have 4 man dungeons differculty improved to the point that it is completely in-line with raiding differculty no matter what baliance team does it does not destroy baliance either one. that both of them equilly differculty as each other but just different

do be reasonable here. dev teams dead set on making every job in the game 16 buttons max. if any of those buttons do not see any use other then single form of content then your job hot bars will feel barren have no flavor let alone class idenity.

poeple can say just remove role skills role skills are pointless. in some cases they are right for most part they are wrong. physical ranged role skills are kinda pointless. ones that healers, have caster dps and melee dps. and tanks actually somewhat useful. so no they wont get rid of them most they can do compact them into single skill what they are doing now.

also there should be no world where "esuna" on not on the healer. asking them create 4 different esunas on all the healers is silly on 16 button class. does take away class design many other abilities in the game just have new paint but same ability.

forgot all that moral of this pose is have scaling differculty of 4 man dungeons. as you get closer to the end of expansion dungeons are so post be challanging constantly improving. baby mode should be dead if you leveled 1-100 done much content as you could on your way to the top.

Please let players fail. failure is best type of teacher. or should be. they mess get up they try again if they get discouraged dont want do the content cause its too hard for there little fingers then sod them they got other things do in game then 4 man content. this time get better this called prog and yes prog should be in 4 man dungeons. just because 4 man dungeons are not raiding doesn't mean there baliance is irrelivent. nor should dev team not care about there design

sometimes player frustration is good thing. it pushes them to play better without being told. if they want the clear so bad then earn it. dont spoon feed it to them like little baby never touched mmo before. they leveled there job from 1-100 at this point should know how there job functions. and yes im aware we all make mistakes but also learn them mistakes get better over time

current dungeon system doesnt have that doesnt teach you anything. cause its just too easy.


---- Suggestions -----
Dungeons are design very liner always same follow strianght line - i want to change that a little. where dungeons still liner but they have branching paths these branching paths offer challange like opinional bosses this allow the player skip an easier boss for much much harder encounter. letting players have choice to fight it or not. random duty finder

Player can choice the harder bath with has really hard opininal boss or just do the easy boss. opinional boss differculty is equilivant to a savage raid boss watch is mid-core differculty however it is player choice to fight it. meaning each dungeon in the game has additional boss players can choice to battle if they take this path. and players who fight win against this boss get rewarded massively. the rewards overway the risk. most likely every player does this duty finder will want fight hard boss. cause how awesome rewards are.

make trash monsters actually feel threatening to some extent. final fantasy 14 monsters in dungeons feel like munch of 4 year olds playing legos roleplaying. we have catboy tank paladin trying do cosplay impression nyancat farting rainbows a healer who rather pick its nose then to cast esuna on damage down on melee dps couldnt dodge cause fail at greeding everytime . and dps forgets what role they are constantly pulling monsters . has a fight with the tank about it .... this is duty finder in its finest. this type of behavior needs be addressed this isnt kindergarden this is 4 man dungeons. please take it somewhat seriously. but cant blame them for playing dumb cause dev team made it this way

dev team did this. this type of stupid they refuse to fix

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