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@Amdapor Keep Whiners
For people whining about speed run, trash mobs:
Do not give gil
Do not give loot
Do not give tomes
Do not give exp
Wear down your gear faster then dieing
Note: Only 1 person gets 7 Allagan Bronze Pieces from chest.
Result? Clearing all trash mobs wastes your time and most important, makes your repair fees bigger. The amount of trash there is will result greater repair fee cost then dieing 3 times.
Before you even whine about speed runs, how about making trash mobs drop something useful!?
Clearing all Trash Repair Cost > Dieing 3 times for speed run repair cost
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How about making the boss inactive and untargetable until 75% of the "trash" is cleared.
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Speed runs, they was apart of 1.0? i seem to remember skipping trash in dungeons then too. its here to stay, get with it. There's no need to kill them.
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I can understand when a new tank complains, but I've seen healers and dps complain too, even if there's an experienced tank leading the way. Why? All speed runs do is speed up the run, cutting out the extra crap that doesn't need to be done. Is there a reason why people absolutely MUST fight every last piece of trash in a dungeon? I know some say "I don't know how to do it!" so here's a guide in speed runs:
1: Tank runs to boss room (or safe spot if they can't make it the whole way)
2: dps/healer follow tank
3: tank dies away from the group
Sure is hard isn't it? But people refuse to even try it, and that's just sad.
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Im against speed runs pre 50 because you miss out on exp. Post 50 there is no incentive to not speed run.
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I think I missed something, is the game closing down next week? Wow, I better hurry and finish all content right meow!
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I've stated this elsewhere, but I don't think most people have an issue with the idea of speedrunning itself. It's more the problem that speedrunning has caused in duty finder, where anyone new to a dungeon has a high chance of being abandoned on the grounds of "no experience" or wanting to run it normally on their first time.
There needs to be a system that either gives people a reason to be okay with not speedrunning (ie: decent gil drops from trash mobs) or a change to duty finder to accommodate the two groups of players (casual/new vs speedrun).
Not all players feel the need to rush end game content, so there shouldn't be any reason for other people to be forcing them to play like that. The same is true vice versa.
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i think the entire blame of this should be placed on SE for poor dungeon loot/drop designs. Here are some great ways to increase players wanting to actually run dungeons
1.monsters drop $ pieces randomly and not just bronze pieces
2.boss chest drop 1 Mage gear 1 Tank gear 1DPS gear even sub boss chests.
3.Monsters give 1-2 tomes per kill.
4.Monsters drop higher tier Potions x/mega.
5.Dark matter chests
wow look funner more incentive dungeons!
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Why do you guys want to kill the SAME TRASH MOBS EVERY SINGLE RUN?!?! Its a waste of time especially if its the same group going every time.
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Speed running with your FC mates and friends = cool beans! lets do this!
Speed Running with Pugs and strangers = hold up! who set up a firecracker up your rectum?!