Meh I bought an ornate silver scepter +2 for 600k not too long ago. I doubt some instance drop is gonna blow that away, assuming it's not a ~25 weapon of course...
Calling it now: clearing this first try with minimal effort/brainpower needed.
Meh I bought an ornate silver scepter +2 for 600k not too long ago. I doubt some instance drop is gonna blow that away, assuming it's not a ~25 weapon of course...
Calling it now: clearing this first try with minimal effort/brainpower needed.
Hey, it took them less than a year to introduce simple instanced dungeons, but better late than never. Gimmie da loot, especially Lancer loot.
I see no level caps.
I hope for dem level caps.
Randomize what? Replacing generics trash pull with another generics trash pull?
I'm all for meaningful randomization, but I don't believe they are able to pull such feat properly.
WoW raid are fundamentally different from what you did in FFXI or XIV. It's basically an instanced zone like dynamis with X bosses in their room. There is no timer, and the worst thing that can happen is trash respawning after 2 hours of wipe on the same boss..
Because of this, how long a raid last depend entirely of your group (skills and gears), the amount of bosses and trash in between. The average group will raid 2-3 hours and kill as many bosses as they are able in that time, but if your group isn't geared or very good, you could easily spend the whole day learning a single encounter.
The average guild seem to master 1 new encounter every 3-6 hours or so, so any update with 11 bosses (and 12 heroic) will last them 24 weeks (at 2 raids per weeks).
I'm curious to see how these run will works in FFXIV. Timed run are fun, but they need to be challenging, and equally rewarding. Otherwise, the timer is just an annoyance. I also hope they wont punish wipe too harshly like they did in FFXI where you got kicked out of the zone if it ever happened.
Re-skinned gear/mobs/zones, gg SE...
Actually, no. It looks like the JP version calls the entire Black Shroud region "Tinolqa".
http://ffxiv.yg.com/ja/zones?f=c=1
http://ffxiv.yg.com/zones?f=c=1
It might be an innocent mistake that the announcement used Tinolqa instead of South Forest, or it's possible that when The Black Shroud gets its shit wrecked by the Garleans, it'll revert to "Tinolqa". "Tinolqa" references already appear in the game on Popotos and some dyes, apparently.
I don't get the disgruntled comments about the style of the Black Shroud's dungeon. From the few screen shots shown, it appears thematically consistent with the other two underground cellar areas. I think art style integrity should be expected. Just because it keeps a theme doesn't mean it is going to be a mirror version of one of the other cellars. In fact, those screen shots look unique. I haven't seen places in either cellars that look specifically the same as that. I've also always liked the cellar theme and I am glad there is going to be a reason to actually play in a cellar area. Honestly, I don't know what any of you were expecting from these dungeons in terms of art. Obviously they were going to utilize the tilesets of their region.
News at 11:
Future La Noscea dungeon utilizes C.Hallow / Mistbeard tilesets.
Future Thanalan dungeon utilizes Ants / Mines tilesets.
This is besides the point that we're all basing this on a screen shot. They could have supplemented the theme with some unique artwork that isn't shown in this single screen shot.
I also think there is a mistaken belief that these 2 dungeons are being added for the players currently following the game. A hilarious mistake. As if pandering to the 1000 forum trolls offering their "expert" opinions or the 3000 total players (half of whom are bots) is a successfull strategy. Its just a small content update to the game in their ongoing preparations to re-release the game. They're not attempting to "save the game" in a patch or with a few little dungeons.
That's such an odd typo, but I've never heard of that term before so cool I guess.
I hope they have the expansion world asset team working on the existing regions. Sounds like there's still some work to do on the beastmen strongholds though. Well, as long as there's going to be a larger variety of areas added on a steady basis..
Obviously the required quest will be there to unlock the access to these dungeons. Why some think that you'll need to redo them or expect them to be faction leves is beyond me.
We know nothing about these dungeons yet I see : no bosses, reskinned zones (seem quite different to me, especially the second area), reskinned mobs, only 60 mins, etc. How about trying them out and then complain? Unless you guys happen to have a crystal ball then go ahead.
I don't get all the rants about reskinned mobs. It's usual for an instance (we're not talking endgame raid content here) to re-use standard mobs.
Bosses (or Boss) where mentioned before I think, otherwise it'd indeed spell fail for SE.
I personally like the 60 mins timer. It's a standard WoW instance so no complains there.
Like someone else already mentioned, I fear the dreaded "farm points > get quest > enjoy 1 single run" scenario.
^
They need to give people a reason to go back there more than once. Otherwise, making party for that place is going to be impossible after a few weeks.
Knowing SE there is going to end up being multiple routes to go in the dungeons and you won't have time to go to all of them in one lock out period :D
Did anyone follow the link? It states the requirements for access:
Toto-rak Requisite quest: Imperial Devices
Darkhold Requisite quest: Into the Dark
Each city-state will have these two quests. It appears it will function similar the Egg quests (all 3 cities offered the same exact titled quests, if you call).
As for loot, it also states:
Let's unpack this together. Rewards from:An array of rich rewards awaits dauntless adventurers who would brave these forsaken domains, and can be obtained by vanquishing formidable foes, fulfilling certain conditions within the area, and, of course, plundering treasure chests.
1. Killing "formidable" mobs
2. Fulfilling area conditions
3. Treasure chests
Questions:
1. Does "formidable" mean a boss, or does it mean a random drop off of any mob in the dungeon?
2. Are "area conditions" puzzles, mini-quests, or a small event of some kind? It could also just be kill all the mobs in the area or something similar.
3. Are treasure chests randomly spawned in unique locations for each instance? (See: XI's rotating coffer locations sans instancing.) Or are they spawned for completing area conditions and defeating "formidable" mobs? Or will they just be like leve chests?
To be honest, these dungeons seem like a mixture of BCNM and Assault. (I think they will be fun.)
Somehow I feel they won't be nearly as awesome as SE makes them out to be. Just like everything else...
Still, it's "something to do".
"formidable foe" = big chigoe that some dumb ass fucking moron ws's and gets the entire party hit for 4800 dmg counter poison ws.
I wonder if they will be any good for grinding exp? :3
I'm looking forward to it.
Here's to hoping that the prerequisite quests are substantial.