Remember the good ol' days in FFXI dynamis when someone sac pulls the entire zone, oh boy those memories...
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Remember the good ol' days in FFXI dynamis when someone sac pulls the entire zone, oh boy those memories...
You realize it takes ~60 hours of runs to get full DL gear if you are speed running it? People who run keep for tomes are going to run it the fastest way possible. It isn't an exploit. The dungeon was designed to make it possible to do this. The tank is pulling aggro and dying and getting raised, none of the mobs cast a heavy or binding skill that leaves him in place, so he just keeps running. An exploit would be if the tank could take a specific path and a bug in the game made it so he didn't pull any aggro, or was invulnerable, or there was a glitch in the wall that skipped you to a certain area. If you're going to fix anything make it so there are other efficient ways to grind tomes instead of running the same couple dungeons over and over and over and over and over and over and over and over (anyone who has done it realizes this goes on forever) again.
This part of the post bothers me. How should you (or I) know exactly what the designers meant when they planned out the dungeon?
For what it's worth, I have nothing against the idea of folks speedrunning the dungeon, and I pretty much agree with your post (in fact, this isn't an exploit, it's more of a design oversight if it's not purposeful).
Rather, it's the effect the speedrunners are having on duty finder parties that's the problem. When a player who wants to try a dungeon out for the first time clicks on duty finder and then gets flamed and ditched by the party he's assigned to for not being experienced at it, there's an issue that needs to be addressed.
The most reasonable suggestions I've seen have been to either incentivize the killing of trash mobs, or to create a "new/casual run" and "speed run" option when queuing for the duty finder. I'd prefer the former resolution, as I'd rather not split the player base if unnecessary, but from the sounds of it, the latter option will probably be the more effective one.
Im against it. Most of my groups wanna do it and by majority rule I just go with the flow. I am not happy about it I hope it gets fixed soon!
The problem is you need to do this dungeon over 60 times just for a full set of all the darklight gear. That's insane, if the amount required wasn't so grindy and insane people wouldn't want to run it as fast as possible.
Once most people will realize how many thousands of tome you need to complete your dl set + your relic , you'll be gratefull you can skip trash . If you don't like the speedrun ? state it soon as you enter the istance , see if the others agree , and leave / stay accordingly
Explot? What exploit? No exploit here...
brb 15min AK run.
After finally completing this dungeon, I can safely say unless they plan to have these mobs drop something like silver pieces or guard some chests with gear there is literally no reason to fight all of it except to get some sweet addtional gear damage, ya know if that's your thing.
They could make this like Dynamis in FFXI and random mobs drop currency on occasion, that would get people killing them and solve the issue of not enough gil being generated into the system.