Final Fantasy 14 has some GREAT endgame dungeons BUT you can’t increase difficulty like you can in World of Warcraft. Can FF XIV benefit from such a feature and will the player base enjoy it??
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You're probably not aware since you're still relatively new, but this is actually a topic that has kind of been discussed to death in the community already lol. In fact, I think the question was brought up with Yoshi-P himself at one point, although I can't remember what his response was.
Generally speaking, it depends on who you ask. People who enjoy the Mythic+ style of content will obviously want to see that in FF14 as well. People who don't care for that type of content will tell you that they would rather have the devs put resources into other parts of the game. As a semi-casual player, I wouldn't necessarily mind if they added some kind of Mythic+ system as long as it doesn't take resources away from other content. Ultimately, I just don't want another WoW situation where the devs keep catering to a specific group of players while leaving the casual playerbase in the dust.
Also, have you heard of the Bozja Southern Front? It's an entire system of side content you can do if you're tired of dungeons/raids. It's nothing like Mythic+ but might still help to scratch that itch nonetheless.
As someone who played both games, the idea of having a mythic+ system for FF14 dungeons is interesting, but the system would have to be modified. Almost all FF14 dungeons in the later expansion require you to kill all enemies in a segment of the dungeon to advance, where in current WoW Mythic+ you can avoid engaging certain mobs that are problematic depending on affix.
Because of that, the FF14 devs would need to make sure whatever affixs they would make can't be applied lazily across all the mobs
I would be totally in favor of harder 4-man content in FF14, not in form of higher scaling numbers like in WoW's mythic+ system however. The fights in FF14 are simple not designed for scaled up numbers, because usually the dungeons are intentionally designed to take between like 15 and 25 (depening on the skill of the party) when it's current content. The only thing they could do in FF is a system like Pandarias time challenges, i.e. force you to clear the dungeon in a tighter time limit with min. item-level gear.
There are some hard mode dungeons in ARR but the real challenge is found in the extreme, savage and ultimate content
You can also queue up at minimum item level for a challenge
They have the system like that in the form of Deep Dungeon. The higher floors are very challenging, people were racing for the leaderboard there. They could add a new one that modify existing dungeons for new challenges, but they would NOT make it the way of progression, it would be at the realm of "side content".
Answer: No
Reasoning: FF14 should not be like WoW , and alot of people will not like Resources being spent on another difficulty instead of more content/ More endgame content variety . Majority of WoW players dont care/like Mystic+ ,then why should FF14 players care for that too ? Savage/Extreme are challenging Endgame content that doesn't Scare the playerbase to try these difficulty. Ultimates are for Mystic+ like players and it is not a welcome experience, when the next Ultimate got delayed till 6.3 to focus on content for the playerbase than the 1% since covid delaying stuff ,only the 1% didnt like this , choices like these are more welcoming and should be encouraged .IMO More Difficulty options are welcome too if it doesn't hinder the focus what majority of the playerbase looking for in the game, i dont want ff14 to shift priority to the 1% and make the same mistake as WoW ,as we are not living in a perfect world so we can have everything . I am just being realistic on the situation if something like Mystic+ comes into FF14. Honestly i dont think we will see another difficulty, but instead we could see the Devs increase the difficulty for other stuff like Alliance Raids instead cuz they did increase the difficulty for ARR Trials (unreal difficulty) which i didnt expect them to do,so they could surprised me which alliance raids next Pog.
So I am a little split on this – I always like new content, and I love to challenge myself. However when FFXIV makes a new difficulty of an existing fight, they change the mechanics up a lot, its more than a small change here and there and some scaling to hp and damage values. If they did that, I would love it, but it might cause too much workload for the devs to keep up with their other content and release schedule. If they did make something that would scale, it would for sure have to be for glam or prestige, and not character power. I guess it would depend on what we would have to sacrifice for it. I like the Savage and Ultimates holding the difficult content with hopefully more ultimates this next patch.
I only ever did one Mythic Dungeon – Siege of Boralus because it was required for the Questline.
I am not against Mythic+ being added but I would not be happy to see the MDI and other eSport elements taking away from everything else.
As other's said this was brought up to Yoshida. In his response it was taken under advisement but his overall argument as to why not implementing a mythic+ for dungeons was a few points.
1) it would be too time consuming
2) balancing out loot and gear
3) only a small percentage of the community would do them
4) Might in effect take away from Raids and Ultimates as a means of challenge and gear up.
This game's difficulty flows as such. Normal Dungeons (1-79), Hard Dungeons (expansion's post 50, 60, 70 and now 80 content) and Expert dungeons (current dungeons in rotation for daily bonuses). Then you have trials that come in Story and Extreme, followed by raids that come with Story and Savage level, 24 man raids and finally Ultimate fights that are the hardest difficulty in the game.
That's just scratching the surface. Then you have Golden Saucer, Heaven on High, Deep Dungeon, Eureka, Bozja Southern Front as well crafting and gathering.
As I pointed before the SE content design drives gear design. There's not niche fights and any niche fights were experimented pre 3.0 and were discarded. Example of this is Steps of Faith. Back in 2.55 that fight was the hardest fight in the game to the point, it was difficult that party finder was used just to find competent people to clear the fight. Raid teams were often banding together to clear it as you needed to in order to enter 3.0 content. Due to the high difficulty and tight time checks SE decided to ease up and nerf the fight to the ground. Those who cleared the fight before the nerf had a sense of accomplishment but majority of it was done so players can progress through the story. Since MSQ is what drives XIV overall game philosophy.
Going to gear, in XIV you dont need to constantly grind to stay on top. Once you hit 80, you can buy the best crafted gear and be cleared for at minimum to do all the end game content just as long as you penta-meld those items with materia to maximize the sub stats. The 24 man raids as of now offer upgrade materials to increase the item level of currency gear at 80 and your classes overall BiS was locked behind savage, although doing the story for that tier netted you tokens to obtain additional gear. Most end game players just starting the raids would combine all these sources to create a BiS template so when you go into Savage you have a edge to do well enough to clear and get the highest item level piece to replace that hold over gear.
So the big issue is what exactly would be the carrot for Mythic+ dungeons? No one uses dungeon gear at all, in fact its only put in there for glamour and that dungeon gear is often outclassed by crafted gear. If you do Ultimates its possible to use dungeon gear as it may have better status due to item sync but that's just a very narrow spot.
I hate that boring system in WoW! Its aweful and just exist to drag out this pointless repeating gear grind its not even really content to me! FFXIV really not need this! I prefer the developers spend the time on real content, then trying to add more pointless modes to existing dungeon content!
feel that maybe after 6.0 concluded they might have more time to delve into the replayability of the older content. I do hope that they have a min-ilvl achievement though. min-ilvl is brutal for alot of content.
Short answer is no. long answer is we do need some small party sized gauntlet style dungeons to fill in the void for high level challenging PvE. But this content can't be so far ahead that it creates a barrier and alienates the player base who do not want to get into that level of content. Not everyone wants to raid at the highest levels and you shouldn't be punished by the community for not engaging in that content. In 1.0 we use to have party sizes of 5. I'd love to see a return to those party sizes for difficult dungeon crawling content. Maybe a party of 5-6 to take on variations of older dungeon bosses at higher levels with an alternative gearing system to alliance raid gear ilevel. (Basically ilevels lower than the highest gear dropped from savage raids).
I think they should add extreme dungeons that drop decent starter/catch up gear and maybe some mounts but not an endlessly scaling difficulty. That would just cause problems.
Nah, waste of resources me thinks. There's enough activities to do at 50/60/70/80 that's been released throughout the years to keep things fresh.
No. I think Mythic+ is part of WoW's problem. They are subdividing their player base into niches. If SE wanted to make a single level of hard mode for dungeons, then ok. People would run the normal first and then graduate to the hard mode once they had better gear.
People already want to rush through dungeons. I really don't need to have a timer in the corner counting down, making people want to go even faster.
Well im in for more difficult level dungeon on side content.
Even if i like it in wow it wont work with ff14
And even yoshiP said there wont have mythic+ dungeon
I don't like that Mythic+ gives gear. In 14, your reward for doing hard content is the fun of progressing through it for the most part. I've been doing min ilv extremes lately and just clearing one of those gives a huge sense of satisfaction. Something to spice up dungeons could be fun, though I have no idea what you would do. At the moment, I just view dungeons as something you do once, and trials/raids are the content that you do multiple times. I suppose it would be good if dungeons offered more though.
To chime in to the 'more difficult dungeons' point, the player base, whether it be new players, casuals, old players, vets, savage raiders, no matter what, they've all come to a consensus along time ago.
If they make a dungeon that is difficult, they'll drop that dungeon when they log in, if it's in the regular tomestone grind roulettes.
A difficult dungeon sounds fine, but when you're doing it every day, it's just a slog. Players will rebel against it and do literally anything else. This makes completion difficult for other players who need that dungeon for MSQ.
This is one reason they stopped making 3 dungeons per patch; it's resources spent where players will only do one dungeon anyways.
I think it would be cool if there was some type of system that would scale dungeons up to a specific item level like lvl 80 i430 akin to bozja, and maybe just have that be a roulette or something so you can get rewards like tomestones/materia
no