Don't even put a wall up at the boss. Let us run it all straight into the boss room if we want to.
It's bizarre that tanking at lower levels requires more balls than at the higher levels.
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Don't even put a wall up at the boss. Let us run it all straight into the boss room if we want to.
It's bizarre that tanking at lower levels requires more balls than at the higher levels.
but then people would have to learn to judge for themselves how much they can pull.
and some people are very learn resistent xD.
but i agree. two packs are boring, remove some of the barriers.
this game is too much on tracks anyway, give us more power to decide for overselves, to be flexible again.
This reminded me of that one sprout WAR in Cutter’s Cry from a week ago who dragged wall pulls into first boss & 3rd boss rooms. I’d like to think that they’re a legitimate sprout at tanking (no other tanks levels in search info). I was fairly surprised as the AST but nevertheless I accommodated their antics & we pulled through just fine.
Meanwhile the DNC spent more time typing “Oh boy…” ; “Noo please stop pulling mobs into boss room” ; and other flavor of discouragement to the behavior. I told them it’s fine, we pulled through anyway. Nobody died, we can carry on. They insisted “Well that’s not what most people do” while eating Chimera mechanics as they type their replies. I didn’t felt like arguing with inflexible minds so I just let it drop and thank the sprout for doing that, who later apologized because they did not read the chatbox when that was all happening.
These kind of inflexibilities to adapt accordingly, ISTG…
"Do it this way because it's the way everybody does it!!" is a violation of TOS.
"Hey, the way you're doing this is making me uncomfortable, could you adjust for me please?" is not a violation of the TOS.
That Dancer was the problem. Not the tank. (I'm just elaborating)
I don't disagree in spirit, but that's the problem since it encourages people to pull everything to the boss, wipe, then teleport back to the boss. That's what you can currently do in sub lvl50 dungeons.
To fix this they'd probably need to make the mobs not return to their point of spawn and just stay there I guess :D
Dungeons are already overly streamlined, we don't need to make the problem worse.
Hot take, but mass pulling mobs, and blendering them with AOE attacks is not an interesting strategy, and dungeon being designed around this strategy is why they've become so stale. They're not being designed to foster fun gameplay, they're being designed to be completed as fast as as possible. If you really want to make trash interesting, look at what Variant/Criterion dungeons or even some alliance raid do with their trash.
Can we please just keep copying WoW, Yoshida?
People love running dungeons and raids in WoW.
People do not love running dungeons and raids in FF14. Maybe some people love the raids. But it's a vocal minority. Most of the playerbase in WoW raids. Most of the playerbase in FF14 does not.
Wall or no wall, pulling packs of mobs and blendering them is what every dungeon is. So I agree we need other types of encounters in dungeons, and in my opinion it should involve rewarding Exploration because thats kind of what made the idea of dungeons exciting in the early days of MMOs. tbh the modern dungeon isn't even really a dungeon usually, its more like... a series of encounters. Having TRUE dungeons that reward exploration as side content would be great.
I hate dungeons, but I like the raids... (most of the time)
I did like the variant dungeon trash mobs though, so I would probably be more inclined to do a dungeon with trash like that rather than running with my eyes closed mashing aoe aoe aoe while holding w until we reach a boss. Well, I guess at least dungeons are smooth or so streamlined that people can get in and out of there ASAP with as minimal friction as possible in some cases.