Quote Originally Posted by Steeled View Post
Silly title aside, here's what I mean...

* Dungeons are slower for experience than fate'ing or questing, especially after the first.
* They're more punitive to "worse" groups. I died four times in a Stone Vigil because the healer "forgot to heal", in his words.
* After a certain number of deaths to the same thing, all I feel is gil slipping away to repairs.

In my opinion dungeons should

* Provide more experience points
* Give considerably more gil to each participant and/or possibly not damage gear upon death.

A way to service both tanks and healers, who get dungeons fast, and dps who take a while, is for successfully completing a dungeon to give a buff that gives you 25 or 50% more exp for an hour, and make this buff not work in dungeons. Tanks and healers would accrue fast exp from doing the dungeons, which would make doing dungeons more appealing to tanks and healers, and dps would accrue faster exp outside, because of the buff they'd gained.
Seems like you got partied with some baddies. As a healer this one inspects gear before beginning any 50 dungeons. If it sees a DPS with a level 31 weapon or a tank wearing level 39 rings, /leave.