Simple fix came to mind
Do not allow players into Boss Zones while agro on them.
Also maybe take out that stupid money sink called Repair............

Simple fix came to mind
Do not allow players into Boss Zones while agro on them.
Also maybe take out that stupid money sink called Repair............

People are always going to focus on whatever is the easiest and fastest way to get what they need. This currently means AK speed runs. Now add tomestones to the chests and trash, unless it is equal to the total number we already get for the 3 bosses, you will not see a lot of people clear them as it will still be faster to do 2 speed runs then clear everything, but some people will be more willing to do it and not just drop like they do now.
Unless the devs make a stand and say, no you need to kill the trash and make a change to in dungeon agro mechanics, or make it so bosses dont spawn till trash is killed,people will continue to do speedruns in AK and anywhere else it is posible to do them in the future. If your not ok with speed runs, well then you should find a good FC who like to run dungeons and kill everything, they exist as there are enough people that feel that way.


As people have said before, there needs to be an INCENTIVE to kill trash, rather than just a penalty.
For example, in RIFT, before they added planar attunement xp, people would exploit small terrain glitches to skip chunks of dungeons and just kill bosses for dungeon marks, and eventually to just get their daily dungeon raid mark reward for finishing the dungeon.
Then they added PA xp, which was gained after you hit the lvl cap, and increased the amount of cash mobs dropped... suddenly everyone gets into the dungeon, switches to an aoe build, tank pulls multiple packs of trash mobs, and we mow them down, all the way through the dungeon.
So what changed?
Well we went from "trash is an obstacle that consumes time, resources, and give nothing back" to "trash gives useful xp and a bit of cash every time.... LETS KILL IT!"
Now SE needs to do the same thing here. The immediate solution, as stated again and again, is to add gil drops to dungeon trash mobs, and even better, make each "pack" of trash mobs drop 1 tombstone. So a group can choose between speed running AK for 40/80 myth/phil in 20 minutes, or clearing AK (all the trash) for 80/160 + more than enough gil to cover repairs and provide a profit, in an hour.
Last edited by Kenji1134; 09-12-2013 at 11:15 AM.
Of course this completely ignores the part where the tank is dying repeatedly doing speed runs and then having to pay for their repair bills. For every tank that is willing to speed run dungeons and absorb that cost, there should be a DD willing to run through a dungeon the intended way and not instant quit because they are worried about their repair bill. I've done my share of speed runs, but I've yet to have a DD volunteer to do the "death run."Then dont design them so that killing monsters costs you gil instead of earning it. There is absolutely no reason to kill trash mobs besides doing it once to complete it the right way and enjoy the mechanics.
Who enters the wanderer's palace for the 20th time in a day thinking "Oh yeah! I'm gonna kill birds and bugs for 15 mins to get to the Gobbue and then pay 5 times what I earned here on repairs!"


Would like to have some more variety in level 50 dungeons.


The sad thing is, depending on how good the group is, an AK speed run with the tank (me, 50 PLD) dying 3 times (priest, wall, devil rat thing), but with no wipes to bosses and strong dps, will cause me LESS gear damage than a regular clear with no wipes.Of course this completely ignores the part where the tank is dying repeatedly doing speed runs and then having to pay for their repair bills. For every tank that is willing to speed run dungeons and absorb that cost, there should be a DD willing to run through a dungeon the intended way and not instant quit because they are worried about their repair bill. I've done my share of speed runs, but I've yet to have a DD volunteer to do the "death run."
It seems that gear damage is caused by 2 things. Dying, and performing actions or using abilities. I have not bothered to do out the exact comparison, but in terms of gear damage, 1 death = X actions.
The thing is, in a speed run, 3 deaths + ~20-30 actions (flashes, circle of scorn, stun Dullahans, defensive CDs), end up causing LESS damage than the damage caused by however many actions I'd perform to kill trash. GCD is 2.5s, spend say 30 minutes actively in combat, thats 30x60/2.5, 720 actions in 30 minutes of combat... yeah that is a LOT more wear on my gear than 3 deaths.
Last edited by Kenji1134; 09-12-2013 at 11:23 AM.

Tank should only die 3 times in these runs. That's a heck of a lot cheaper than clearing the trash. Or was before this maintenance.Of course this completely ignores the part where the tank is dying repeatedly doing speed runs and then having to pay for their repair bills. For every tank that is willing to speed run dungeons and absorb that cost, there should be a DD willing to run through a dungeon the intended way and not instant quit because they are worried about their repair bill. I've done my share of speed runs, but I've yet to have a DD volunteer to do the "death run."

there are 3 chests before the first boss of AK, if you atleast get them to the jewelry box they have the upgrade of one item for a job as well get the pet to feel accomplished. Also on my server the pet sells for 30k.I hate when i wait an hour for a AK run and it ends up with two or three people that have never done the dungeon. Even worse usaully the dps's gear is so horrible that I know we have no chance to finish the dungeon so I tell them I'm leaving and then proceed to get flamed for being elitist.
ll "Have fun and do not make stupid fights you cannot win" ll

AK
Wanders palace
praetorium
meridium
bahamuts coil
oh and the three primals
i have my schedule full
among the rotation of events including helping others clear content( to prepare for the 24+ man raids)
also CRAFTING
too much variety for me atm
ll "Have fun and do not make stupid fights you cannot win" ll
Player

It costs (MUCH) less to suicide than to kill the mobs. A death costs 2% durability; the exp gained from those mobs is worth much more than that.Of course this completely ignores the part where the tank is dying repeatedly doing speed runs and then having to pay for their repair bills. For every tank that is willing to speed run dungeons and absorb that cost, there should be a DD willing to run through a dungeon the intended way and not instant quit because they are worried about their repair bill. I've done my share of speed runs, but I've yet to have a DD volunteer to do the "death run."
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