All modern dungeons are built like this: 2 packs, barrier, 2 packs, boss, repeat 3 times.
I think you should remove the middle barrier, let us pull all 4 packs until the boss instead, the middle barrier serves no real purpose.
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All modern dungeons are built like this: 2 packs, barrier, 2 packs, boss, repeat 3 times.
I think you should remove the middle barrier, let us pull all 4 packs until the boss instead, the middle barrier serves no real purpose.
I do miss wall-to-wall pulling in older dungeons.
They probably won't get rid of the wall, though--SE has made it perfectly clear that they'd rather be the ones railroading people, rather than have impatient party members doing it.
This will create more threads about how bad it is that healers have to work SO HARD to deal with the mobs AND the boss simultaneously.
No. No I don't think I want this. I just don't care for the consequences being more common than the runs that go perfectly fine.
They actually do, it's just tanks are gods. Yes, even Dark Knight. This is why they make Raid bosses auto attacks do +160k damage (reduced to roughly 60-70k per auto due to intrinsic passive mitigation every tank has which is 37% from armor and another 20% from Tank mastery trait)
Actually, it does serve a purpose.
Back in ARR, everything hit a lot harder. Tanks required the healer and the healer needed to be pretty good. It took way longer to kill enemies than it does now, and some jobs had no AoE (ie. Paladin), or it wasn't very high potency.
There weren't any of these walls, so you could actually pull all the way to the next boss. As a result, you had tanks sprint up to the boss, pulling as many packs as they could. Then they would immediately die. Then they would exit the dungeon without a word.
The dungeon I saw this with most was Snowcloak. Tanks just pulled it all, died, then left. You can try to argue that maybe a healer could have kept them alive, but the speed with which their HP bar dropped meant the majority of healers were unlikely to achieve this (I actually saw no healers achieve it). When doing a dungeon you rather need to aim at the "average healer", not the exceptional one.
This of course leads to toxicity when it goes wrong. "Tankxiety" is a very common thing people still experience (for some reason), but it made that anxiety worse because a tank had to decide how many to pull, and what if they decide wrong (which was often the case)? So it added extra anxiety on top of all the other things they were worried about.
That's why you suddenly see barriers added towards the end of ARR.
I do agree that an "average tank" could handle more packs now, at level 100, due to things like Bloodwhetting, but I don't think it's necessarily the solution. Making packs more fun would be better achieved by balancing the holy trinity out again so tanks rely more on the healer, and scaling the dungeon sync to feel as challenging as leveling dungeons ie. 91-99 dungeons. In those, at least there are pulls where a tank can actually die. It would also be better achieved by giving the packs interesting mechanics and things for the tank to interrupt.
Dungeons would be crazy easy then. We could go back to ye ol' face pulling tactic that was 1 dps pulls all mobs with sprint > party follows but does nothing to get emnity > dps dies in front of boss chamber > mobs deaggro, healer raises > boss x3 and done!
That doesn’t do anything to change the point
Whether 2 packs do enough damage but tanks ignore half it and heal the other half or 2 packs don’t do enough damage the point remains that you can’t really blame healers for being disengaged and spamming one button when their rotation puts them to sleep and the tank is doing their job for them
Would this change make healers have to heal; well outside of scaling healing on tanks that has gotten ridiculous yes it would. Is that remotely a bad thing; absolutely not, healers should be encouraged to heal
Agreed. People should be expected to mitigate, heal and DPS properly after running dungeons for a few hundred times. If a dungeon stays in Expert Roulette for 10 months, I see no reason for those invisible walls, especially when most parties have enough gear to powercreep everything. They can keep the walls for leveling dungeons.