Wesk Ranks Every FFXIV Dungeon – A Realm Reborn [Pre-Endwalker]



Welcome to the start of something…. very long! I explain it in the video, but someone suggested I rank every dungeon in the game. I thought it would be a fun and cool idea!

I am an idiot!

So prepare yourselves for a very very long trip through every dungeon as I rank them one by one. This part is by far the longest. But hey, ARR has a lot of dungeons to go through!

If you want to make your own Tier List: https://tiermaker.com/create/ffxiv-dungeons-ranking-shadowbringers-1240485?presentationMode=true

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21 thoughts on “Wesk Ranks Every FFXIV Dungeon – A Realm Reborn [Pre-Endwalker]”

  1. 8 minutes in and I realize that you're using a lot of outdated information regarding the dungeons that were updated in an Endwalker patch. Namely calling the Castrum and Prae "8-mans", and bashing Copperbell for its awful first two bosses (that are now a lot more palatable).
    I dunno if you do correct yourself later in the video or if you for some reason rank the new versions of dungeons seperately, but either way, I'd suggest ranking the dungeons for what they are like presently.
    EDIT: Nevermind, I'm stupid, didn't see the disclaimer at the start of the video.

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  2. Castrum was amazing as a social experience. Felt like a bonding experience and a rite of passage for new players. Having played the new version, it just feels soulless. The old one was chockfull of shenanigans like placing CID backwards and shit like that. Livia was fun even when people didn't know what the fuck was going on and ran around like headless chickens. It took a bit more time than the new version (like 5 minutes) but it was a lot more fun and hectic.

    New Praetorium feels exactly the same but with less people, which is to say it's boring and takes just as long (minus the two bosses they removed to make into a trial).

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  3. I appreciate that you nod to the context in which the early dungeons were made – both in needing to be tutorials AND the dev team still figuring out what they want the dungeon-running experience to even BE.
    It feels so weird going into Thousand Maws now and not being capable of getting lost, not having to tear through webs with attacks, never turning a corner and getting poisoned by an exploding sac. But the old Maws design was the epitome of "Design in the shadow of WoW" and it makes sense that they'd move away from that.
    My hope is that XIV's team is able to craft experiences that feel a little less on-rails at least the first few times (I feel like Mt Gulg and Amaurot both pulled this off with sheer spectacle, while Paglth'an had just as much spectacle but you could really feel the on-rails sensation anyway. It's HARD to do this right!). More than that, I hope they continue to ponder what the goals are that they've answered with their on-rails dungeons, and keep questioning whether there's another way to deliver that experience that doesn't have the drawbacks of the on-rails experience. Even if the answer is always no, spending time asking the question will keep their work from getting stale.

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  4. Sunken Temple: I've noticed recently that it seems you must wait for the new platform for the Dooms after the first. The change and Doom happen kind of at the same time, and it feels like the current Doom only works on the new platform. Still, the visual cue could be better by simply not glowing after doom timer runs out.

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  5. Glad these videos are back! I was really looking forward to seeing your tier list for Stormblood and Shadowbringers back in the day. You have a refreshing perspective on dungeons that made me appreciate some that I would have otherwise never thought twice about, such as Xelphatol.

    Are there any dungeons in this list that you would re-tier in light of the changes that Endwalker brought to them?

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