By now, I’m sure that most of us have explored the first and second Caves in the game (Crystal Mines and Tenet Chapel) as well as potentially running the first Instance Dungeon of the game (The Lv. 50 Tenet Chapel ID). What are you thinking about the dungeon system present in the game at the moment?
Looking at some of the classes presents a really big issue in the fact that they’re meant to fill a party role, and not be played in a solo effort. However, due to the lack of “Party-Required” content in the game so far, focus is being shifted away from playing those Full Support classes. Instead it’s falling on how much DPS a Highlander can do and why everyone is making one. It’s kind of sad that so much potential is being thrown out in favor of a 2H Sword’s auto-attack capability, if you ask me.
So, what’s the difference between Caves and Instance Dungeons? The game makes it obvious through a help window. Caves, which are normally part of the story anyways, have enemies that drop Gems. If you die in a cave, you’ll also drop your gems. So it’s safe to say that caves are more-or-less gem-focused in terms of why they exist. Moving on to Instance Dungeons, these are very few, and very far between. They’re where party-play and full support classes shine, however. Mobs offer increased EXP here, as well as the standard cave rules (gems are dropped by both mobs and yourself).
I guess the big question is: Why are there so many caves (especially ones such as Guard’s Graveyard) that exist without “purpose” (i.e. no story ties, completely out of the way, etc.). And why aren’t there more instance dungeons, if there are so many classes that have skills that are dependent on party-play.
Thoughts?