Shopping Cartisildurfour: they un-pissed the floor
m0fn668: the fruits also instantly respawn now - the debuff is the timer now, not the fruit spawn time. meaning you can "share" instead of "stealing" each others fruits, i guess.
sunayocarissime5309: People hated Aurum Vale first room because of the nix toads gotcha grab mechanic. Especially for new players it really was a trial by fire because it would yeet you toward it and that would aggro half the room at the same, leading to a lot of wipes. So you had to be strategic in your pulls. It was interesting but a little overwhelming for some newbie tanks but it was a good way to teach said newbie tanks to be methodical with their pulls. Kind of depressing but understandable.
As for the change in Dzemael Darkhold good. Hated that All Seeing Eye and having to camp in timers just open doors.
santiagovarelataborda3027: wow yay ffxiv keeps doing dungeons super easy, generic and boring :(
sashaanne703: I’ve run old Dzemael with my Adventurer Squadron.
AnnoyingmousCookie: I am not sad that the Magitek timers for the Dzemael Darkhold are gone. I am sad that the funny crystal glow is gone, no more mega pull into the first room and the boss fight has lost its novelty. Not that it matters much for modern fights where the boss will 95% of the time position itself to cast mechanics in the centre of a round arnea, but I miss having to pull and position the boss. We get a boring round arena again. It wasn't my favourite dungeon by far but it was different even if a little.
As for Aurum Vale... well, the piss pools are mostly gone, that's something. Fruit debuff means you can't do any friendly trolling by eating all the fruit. I'm pretty sure the first boss dies so quickly anyway that the fruit is mostly irrelevant. Coincounter seems to be unchanged, I'm pretty sure all its attacks were telegraphed already. As for the Goldvines, the second wall with the two Goldvines had two seedpod packs by the first one next to the barrier that'll collapse. They've removed them.
I understand Duty Support is to help new Sprouts or whatever, but its a shame to see dungeons get lobotomized for bots. I had the chance to do Sohr Khai and Castrum Abania before they were changed for duty support. I miss Hraesvalgr destroying platforms forcing you to move and I miss Test Subject XIV where his cup runneth over with two elements meaning you had to stand in the direction of the element that wouldn't fire off. I believe the Soul Extraction part for that dungeon also had Magitek Hands that'd inflict a knockback while you tried crawling back to your soulless husk of a body.
Aetreutus: Man... I really hate all of these changes they've been making to arr dungeons lmao. These dungeons used to be so fun and unique, and they were actually worth talking about *during the duty*. They could have easily left the eye patrolling the dungeon, even if they took out the crystal spots.... and they could easily have made it a mechanic in the actual boss fight without much issue.
And another aurum vale nerf.... fantastic. At least doing command missions will be easier, i guess. Gotta look at some kind
annica5415: I wish they would give dungeons multiple difficulty levels... Story Mode for Trust and players who want to sleep, Normal and Hard Mode... Instead, they kill every interesting mechanic to satisfy a system that the lion's share of players don't use.
nimrod12: I hate them stripping all originality out of the game to make bland and boring dungeons.
Konpekikaminari: Can't say I'll miss the timers, like sure they were unique but it wasn't exactly a fun gimmick (you never needed to stand longer than 1 crystal burst, so unless mistakes were made you weren't exactly forced to cooperate there, just 1 unaggroed DPS to do the chore), but the changes to All-Seeing eye absolutely GUTTED Darkhold
As for Gold Vale, I do like the new debuff, it kinda reinforces the "wait for X stacks" thing we used to do
I do agree that we need some "hard" mode to bring the old unique dungeons back, FFXIV has gone from "RPG first, MMO second" to "RPG first, MMO begrudgingly" with all the dungeon simplification
solidshadow01: Did the last boss lay eggs? if not I guess they got rid of that too?
BladeNecromancer: Another change to Aurum Vale is that it looks like they've removed most of the acid puddles in the first room and in the final boss chamber.
metricAsc02: the largest aurum vale changes is really that they got rid of most of the puddles on the main path and reduced enemy count after boss 1.
2nd boss they got rid of the whole "reconsiders their target" thing that it did when swapping between glower and eye of beholder.
beyondparadisegaming: darkhold first boss room is so ugly now.
crescent077: Meoni, i love how your voice is calming. It is likely an ASMR for me i would accept :3
Boyzby: I don't like they took away the knockback and damage from the Aurum Vale geysers, and the crystals on the ground in Dzemael, because the environment in this game is just a setting when it can be part of the game—and was, at least in these places. When they talked about the enterally burning flames of Valigarmanda around Urqopacha, I walked into them and was disappointed they didn't do any damage. Same with flying to the lightning rods in Heritage Found and trying to get struck by lightning. I want those little touches to the game.
kfk4441: Aurum Vale looks like a husk, it makes me completely sad. I don't want to go there ever again
teyrns: Really hate that the friction has to be removed in every single aspect from these older dungeons. It would've been nice to see a return of some of that friction in newer dungeons, but I get that the general mindset now is that we need to run through these as soon as possible so that the rest of the party can get back to doing other things or, most likely, AFK-ing in Limsa.
For Dzemael Darkhold, they could have changed the timers to instead be interactables that still require you to wipe the mobs so you can get it without being stunned, or the DPS can get it. None of the rest of the dungeon needed to change. The All-seeing Eye changes is the worst of these early dungeon changes that I've seen.
I don't even know what to say about Aurum Vale. All the environmental danger is gone. All they needed to do is get rid of the frog pulls. I think the addition of the debuff during the Locksmith fight is funny, though.
szunaloneheart3148: honestly, to me it's not that big of a surprise that the AI is cleansing their debuffs with those fruits. In fact it's pretty easy to code in the first place with an if-conditional loop.
ShinryuMasaki: I will NOT miss the eye having to be pulled on the crystal glows to be attacked! Getting a newbie tank who refuses to do the mechanics was really annoying! Good riddance!!
beyondparadisegaming: i just pray the don't touch hard mode ones.
MaisieSqueak: Dzemael = Zer-mile
As defined in audio, several times, in the MSQ.
By Hauchefant AND Count Fortemps
I want to say both Maxima and Lucia have also said it but can't be certain.
I'm sure this isn't the only times either.
It's been consistent and clear.
I ALSO thought it was Dismal at the start (because why wouldn't you? It fits the setting and scans when you read the letters) but the game corrected me.
Come on Meoni... you're not an American.
akridx5712: Wait! You can now do Aurum Vale with Clankers instead of Brain Dead Sprouts? Huzzah!!!
CHBina: back in the days of PARADISE everyone loved running through piss-puddles and dying in the first room of Aurum Vale every day and it was an enjoyable part of all of our days
SilicaKelsway: Lame, they nerf Aurum Vale. That was one dungeon I was hoping they wouldn't touch.
VivaGlavii: I don’t like the changes, it’s like being shown a T-Rex without its teeth or legs.
m0fn668: the AI is nice and all but man it sucks that they accomodate for the lacking NPC brains rather than improving these and show cooler mechanics... i mean modern trials and such can handle support as well, so why not?
Dec 19 2025
