I miss having interactive things in dungeons as well but apparently that's just far too complicated for people and causes fights
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That's not the issue, it's more that interactive doors and such are just a waste of time. Like, you can see that in HW dungeons, oh wow, you need to stop to wait 3 seconds to pick up the key that only drops when you clear all mobs in previous section and then wait 3 seconds to open the door. Now its just door opening when you clear all mobs. For 'mechanics' that require interaction, they've just been shifted away from needing to click things, which I see as a good thing, considering, like, how clunky the 'interacting with thing' is, especially with high latency or in combat.
This information is still accurate. The changes to accuracy guarantee everyone 100% frontal accuracy on any target of an equal or lower level with no buffs or debuffs. If you attack a higher level enemy, if you are affected by Blind/AccDown, or if the enemy has Evasion Up, you have a miss chance. However, attacking from the flank or rear will still reduce this miss chance.
I agree Hall of the Novice could be mandatory, but also shorter. 7-8 exercises seems a bit excessive to teach only the basics.
It could be as little as 4 I could think.
Tank:
1. Basic dodging, dodging while attacking
2. Basic enmity (tank stance and Shield Lob/Tomahawk)
3. Enmity through AoE
4. Full practice
DPS:
1. Basic dodging, dodging while attacking
2. AoEs
3. Directionals
4. Full practice
Healers:
1. Basic dodging, dodging while attacking
2. Healing
3. Healing and attacking
4. Full practice
They're still very inconsistent with this and I wish they would just use colliders instead of requiring interaction. For example, Alzadal's Legacy and Aitiascope both have clickable transporters after the first boss. But Aitiascope also has a collider-triggered transport after the second boss (you just step on the glowy spot). The Dead Ends require to click on all the transporters but the Aetherfont just requires you to step on the transporters.
Clickables might have made sense in certain early dungeons because the transporter might be clickable while there are still enemies trying to hit you (Cutter's Cry, Praetorium), but it doesn't make sense in later dungeons where transporters are hidden until the area is safe.
If the transporter is the only way to progress, and the transporter doesn't appear until all enemies are dead, there are zero good reasons to require the transporter to be clicked--just check that the player is standing in the transporter.
The biggest problem here is we don’t get AoE attacks until after these intro dungeons if I remember correctly. We need those skills much earlier, before these dungeons. The tutorials doesn’t have this because we don’t have the skill yet, so they give us single target instructions.
Keys to doors is just silly and I can see why they'd move away from that, however, if we had something to interact with (this is a job for DPS) to prevent an influx of enemies or provide defense from a mechanic.. that would make the game far more interesting. In dungeons, at least. I don't think it's great in things like alliance raids , ie rabanastre where in the second last boss you have to interact with the circles on the floor. Many people just stand on them until someone else comes along to do it right, but if not enough people know to do it.. well it can get messy. Dungeons have become far too similar in that it's 9/10 times pull 2 packs and proceed to next area, repeat, boss. It's kinda mid design, because people just ignore mechanics. If the game required using an ounce of common sense instead of going auto pilot, it would be a lot more fun and engaging for daily content.
Honestly this game could do with a full scale revamp for the tutorials, as well as making them andatory for people to do before unlocking dungeons.