Does FFXIV Endwalker Need Unreal Dungeons? Ft. @Rurikhan



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Does FFXIV Endwalker Need Unreal Dungeons? Ft. @Rurikhan

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22 thoughts on “Does FFXIV Endwalker Need Unreal Dungeons? Ft. @Rurikhan”

  1. i reeeeeeeeeeeeeeeeeeeeeeeeeeeally want hardcore dungeons or whatever that would bring, i basically want dungeon versions of what the coils gave us, but make it more explorative and hide treasure in alternate pathways and dead ends, altering older dungeons would be nice too

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  2. Since wow players have came to ff14 I learned that I want challenging dungeons not just challenging raids because I'm a pepega and I like to aoe trash groups to death. Also I love the dungeons and raids in ShB they are just amazing cuz the story I suppose. Not a limited job fan.

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  3. Dungeons are what they are: a quick way to get your weekly tokens. Get in, get out. And as such it needs to be easy and boring, as it is today. That said: I think the game has the right of it: the dungeons are so formulaic at this point that you don't need more than 1, I'd even go as far as say that 3 in total per expansion is more than enough. Those resources in ShB were better spent in new more engaging types of content like Castrum Litore or the Dalriada. Now, that's content! Unreal dungeons would be a giant waste of resources, why would I want to go back to old dungeons when they are all the same?

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  4. It would be a lot of fun, but I'd rather them work on the Xbox version. Only thing holding them back is the sheer workload they have. And a few of my friends really want to play this game (they only play Xbox)

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  5. Overall, content needs to be tougher. Dungeons require no brain power and are dreaded to do because of their boring simplicity. Most mechanics, you don't even need to do properly. As a tank, half the time I just stand in AOEs cuz why not. I can use an self heal and pretend things are getting dangerous.

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  6. Unreal Extreme = same fight same mechanic just scaled to max level.

    If Unreal dungeons = same fight same mechanic just scaled to max level, they would not be fun or challenging at all. It just takes longer time to kill adds and bosses. Imagine doing them miniLvl.

    We need to have harder and different mechanics otherwise there is no point.

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  7. I've completely held off on leveling any jobs except my main TWO, just because I don't ever want to speed run dungeons. I'd rather just play them solo, with trust AI. FATEs are fine, but I don't want to ruin my leveling experience by just grinding them. I'm still hoping that the Trust system is expanded retroactively in Endwalker. I'd be happy with recruiting Hoary Boulder to be my tank in any pre-70 dungeon.

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  8. Personally I like the way dungeons are. They are creative with their design. The way Trust works is nice and all but it needs more tweaking.
    Now for "rogue like design" I enjoy that being taken to deep dungeons because it allows it.
    Since what can really be done with dungeon design moving forward that makes sense? Sure they can address it by doing weather and making unique stuff so people look out for it kinda like triggering "hunts".

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  9. I get it. Anything you can do in deep dungeon, you can technically do in Eureka/Bozja. The difference really is that that content blows. I have never played a game with such a dissatisfying gameplay loop. There is nothing fun about that content for most players. They do it to get a shiny weapon, not because they enjoy it. That's why we want deep dungeon and more challenging smaller group content.

    I know Work To Game doesn't develop the game, but you guys seriously don't seem to get it sometimes.

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  10. No to the m+ crap system. Doing the same exact dungeon with a harder difficulty over and over for the same reward is not rewarding. It's the definition of insanity. I'm all for harder difficulty, but there needs to be a different reward for it, different layout, different mechanics.

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  11. they just need more content diversity in general need to stop playing it safe and repeating the same crap every expansion need to mix it up and give people the options they have been looking for mainly challenging low comp duties for hardcore fans, open world events for casuals to enjoy on the scale of S tier hunts or Area boss battles with good rewards, open world dueling/PvP, more duties like deep dungeon that can be completed with any party comp, and just more minigames an active time events in the gold saucer.

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  12. I like Brian's idea of having a deep dungeon that's just little sections of dungeons you've already visited instead of the grid-based dungeon layout system. For example, maybe one floor is Tam-Tara with Qarn enemies, while another floor is Bardam's with enemies from Don Mheg, etc. There's even a narrative you could build around it where WoL's memories have become jumbled thanks to events in Shadowbringers, and Mikoto is helping us explore them (solo or with friends, of course).

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