FFXIV – Checking Out Patch 2.0 Dungeon Revamps (Patch 6.1)



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35 thoughts on “FFXIV – Checking Out Patch 2.0 Dungeon Revamps (Patch 6.1)”

  1. This was a VERY good idea. It took a few expansions for FF to find their own identity and style on dungeons….and going back to apply that to early content inclusive of telegraphs reflective of the later game just makes a lot of sense. But, mostly, having gone through them all…they are just a lot more fun to do…and streamlined.

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  2. How ironic. I've been going through all of them and currently on Prae. Ultimately the dungeons are similar but the bosses have unique mechanics. I really enjoy these changes as they basically bring them up in line to how Stormblood and Beyond work

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  3. All these content creators reporting on all the FFXIV drama lately and Mr Happy dropping a video about the dungeon revamps. This is a nice change of pace and I welcome it

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  4. I really dig some of the changes. I'll admit I wasn't sure if they did anything with some like Sastasha (or as my phone calls it, Sad Tasha), but I think Toto Rak was my favorite by far as it's so much prettier and I'm so happy that they get rid of snot road. I for some reason hadn't realized that they'd done changes to other dungeons like Darkhold and Stone Vigil so those are nice to see, get rid of the mechanics we were largely ignoring anyways.

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  5. The adding of common markers to the old content is an awesome change. Now less people will go wtf is that when they first see a stack marker in Heavensward. Also lahabread actually feels more like an unsundered ascian now.

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  6. I like the revamps, but can we just please have the ability to use all the skills you have unlocked. A pain playing at higher levels and half of the skills you have (especially 90) gone.

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  7. One cool, tiny, change I noticed in Copperbell, was the wallbreaking enemies charge out as soon as the wall breaks, rather than standing inside for a second. There's also a few visual changes in Darkhold to make the first area look more like a fortress under construction (also over aspected crystals got a graphical upgrade)

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  8. I like them though I think need to take the trial out of msq roulette or give more exp from it.the fact that it only gives about half the exp of castrum/prae makes it very annoying to get it each time

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  9. Do does the ultima weapon cutscene after the spell ultima still have that wierd clipping through aethercurrent sprite in it? X33 or did they finally fix that? X33

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  10. Only difference i have found in Dzemael is first boss spawning way more ads than it used to be. Other than that, its pretty much same with better lighting(its not so dark).
    Only other dungeon i got to with leveling roulette was Stone Vigil, where changes are bigger. Specially second boss that doesnt have dragon spitting ice, so cannons are no longer necessary, tornadoes spawn all at back and move forward at different speed so you have to dance between them, and entire room is now open.
    Changes were made to the last boss too, it doesnt leave ice patches on the ground and his dives are slower, so its easier to dodge them.

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  11. i went through 2.0 on a new character to experience the dungeons without being too overleveled for level sync AND with duty support. i really enjoyed most of the changes

    the only one i actually dislike now is Toto Rak. its just so boring compared to the old version that splits your group up, avoiding the exploding egg things (although im glad the slow floor is gone) i know im probably in the minority for this one haha

    castrum and prae felt weird not going to all the previous areas but its fine i guess

    everything else they changed for the MSQ duties were a much needed upgrade

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  12. Ff14 dungeons seem to be directly inspired by ff13. Hallways. Yes, i believe there SHOULD be fast and streamlined way to complete a dungeon as fast as possible for multiple runs and roulettes. No the dungeon shouldn't entirely be designed around that. That philosophy is BORING AS FUCK and im GLAD i quit this shit. I still remember playing wow and stumbling my way around vertical winding caverns with multiple completeable quests and rewards. Yes you could still speed run them. But at least there was the choice to actually explore and do more. It wasnt just hallways with enemies tossed at you endlessly. Fuck this garbage.

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  13. I also thought the new Ultima fight is just better than Ultima EX/Unreal

    It'd be cool if they spruced it up to be a little more in line with the new one in a later patch.

    And hey, if they're giving old dungeons a facelift why not old trials too?

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  14. Ohh I'm surprised you haven't seen the dungeon reworks yet. I guess if you're not doing leveling roulette for your level 50 jobs every day though I can see just not seeing them.

    Copperbell is legitimately good now
    Totorak is not the worst ARR dungeon anymore (I think that goes to Brayflox or Qarn now)
    Haukkes is just a great QoL
    Castrum is also legit good. I prefer Castrum to Prae now
    Prae is largely the same just shorter. Gaius fight is fun
    Ultima Weapon is pog, always fun to bait sprouts with "oops we wipe I messed up" when you get fettered
    Haven't seen Lahabrea since its MSQ only

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