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Endless dungeon ff14
Endless dungeon ff14






endless dungeon ff14

There’s also the issue that leveling solely or even primarily via Deep Dungeon produces some odd results. It wouldn’t exactly surprise me if someone looked at the work put into Eureka and the work put into Heaven-on-High and wondered why these two things were separate projects when both were only useful for one particular segment of the playerbase. This isn’t a huge problem, but it is something that I feel like the team has looked at with a more critical eye for a while now. Heck, many of them falter compared to EX primal arms. Sure, you can get some tomestones at level cap, but it’s slower than just running a dungeon and the weapons you can get don’t hold up to upgraded tome weapons, savage weapons, or relics. It’s a fun challenge! But in terms of where it falls in the overall arc of content, Deep Dungeon runs have always been more useful for leveling than as an endgame activity. It’s an interesting case because it’s always been great leveling content that’s struggled a bit to find a niche in the larger game.Įveryone who reads this is no doubt well aware that I’m very fond of this particular content. Still, we’re here to talk about the Deep Dungeon. But that’s a bit reductive because it also means time for more polish on Eden and YoRHa content, which has definitely been very good all the way through. Having said that, well… thus far, our results have been an extra EX trial, which is at least to my evaluation not really as interesting as a new hard mode dungeon. We can’t decidedly say if the lack of a Deep Dungeon was a good or bad thing without having finished an expansion without it, after all. And to a certain extent, it’s probably too early to really evaluate what the long-term impacts of that decision will be simply because we haven’t seen the far side of the expansion. So today I want to talk a bit about the loss of the Deep Dungeon for this expansion and what it might mean for this expansion and the future… as well as whether or not this was, ultimately, a good call.įirst and foremost, I want to note that as with the hard modes, this was an intentional design decision announced a long time back as something the team wanted to do in order to focus on allocating design resources in different directions. Play Final Fantasy XIVOf course, it’s not the most surprising thing at this point after all, Shadowbringers has changed a lot of things that had heretofore been accepted and normal parts of FFXIV’s content schedule, like hard modes for existing dungeons.








Endless dungeon ff14