I like the time limit , it stops people from going AFK .. well most of the time .
There is nothing worse than .. "BRB my dog needs its tummy scratched "
Or BRB I need to go to the toilet for 15 minutes ....
It punishes people for being bad .

I like the time limit , it stops people from going AFK .. well most of the time .
There is nothing worse than .. "BRB my dog needs its tummy scratched "
Or BRB I need to go to the toilet for 15 minutes ....
It punishes people for being bad .

Wasn't the original limit 45 mins?



I have to agree, unless there's a technical reason why its needed I would love to see it removed. I recently did the vale as well, with a friendly group who progressively got better, but on our last possible attempt we were wiped with only a sliver left on the boss' health. If we had more time given I'm sure we could have downed him. In most cases this doesn't happen, but when it does it feels like an unnecessary kick when you're down ><'
A true paladin... will sheathe his sword.

So then the timer then is based on flawed dungeons and the fact they they haven't spread out enough of the currencies to enough dungeons causing people to overload the couple that do provide them. So basically this is just poor design, which wouldn't require dungeon timers if they had properly designed the later dungeons to provide appropriate amount of items for the players base. I again point back to WoW, not because i love it so but because they lack dungeon timers and do not have this issue. So the timer isn't the problem with the mythos and tombs it is the fact that they didn't give enough options endgame to farm for them therefor overloading the few options that were there.
Again, the timer as you see it wouldn't make sense if it was to deter people from playing in pugs, so that they could find people on like schedules and play without rushing. They are there for no other reason then to give people the impression they need to hurry through the dungeon. What for though I don't really know. People seem to be arguing that if they were there then people would afk or take their sweet time and overload the queues, hasn't happened, except in the two you mentioned. There wouldn't be and overload if they merely gave more options in where to farm items.
Removing dungeon timers would go a long way towards improving the multiplayer aspect of the game. But I am not completely against them, let them be an option that provide amazing exp and gil. This would allow people who enjoy them to still play with timers and give more incentive to run dungeons instead of fates.
Rock out with your rooster out.
I remember 2 dungeons who's time limit was really small.
In one of them the bosses needed some time to learn, and if you had 3 wipes, then you wouldn't be able to end the dungeon anymore. (the dung was 40ish, dont remember exact lvl nor name)
the other dung, was the manor, if you were in a party with everyone at minimum lvl, then with just a single wipe, you could end up not being able to beat it. (but if everyone was at its max lvl, you had more then enough time for even 2 wipes)
My first time in the manor, my party beat it, but we noticed we still had 1 extra key with us..so we went to find out the missing place and we barely made it in time. And we only got wiped once.
The time limits are extremely necessary to save the poor souls who don't have the guts to just leave. They are also very generous and give you plenty of time to finish.



It's to create a sense of urgency, they give you more than enough time. If healers/DPS/etc are pulling ahead of the tank then it just means they are bad players, not afraid of a time out. Not everyone has 8hrs a day to play so they don't really want to spend 2hrs in a low level dungeon they had to wait 30min to even get into. Even if you cannot find a full party grab who you can and queue up together so at least you know of two or more people who are not going to be terrible or burden the group. Most groups you can tell by 25% in your chances of taking down the boss, and if you see someone doing something crazy, TELL THEM. If no one lets them know they will assume they are doing a good job, which makes it worse on the next group.
Just your friendly neighborhood elezen
Dead horse. Timers are pretty necessary for a number of reasons.
One of the major points is it prevents / discourages prolonged AFK.. Without a timer you would generally see more "brb in 20 mins guys! need to have a shower!".
It also promotes a small sense of urgency, I mean the reason you do EXP dungeons is to EXP.... If you have people taking forever and a day to actually do the run then it is highly inefficient or even on-par with other leveling sources.
90 mins is plenty of time to do a dungeon. If you are hitting the limit or getting even close to it, then there's generally a problem. Aside from this, if you are making the time then the fact there is a clock there doesn't really affect you.



Probably Aurum Vale and Stone Vigil.
I wouldn't be surprised if those two are harder than any Wanderer's Palace or Amdapor Keep.
I've never ran out of time in a dungeon while leveling up. The tightest was possibly Qarn with people failing miserably on 1st boss because they had no clue how to dispel doom, which took them 3 attempts to figure out. And we still finished with 15 minutes spare.
The first dungeon I did run out of time was AK when we first attempted it, and we just couldn't get past the wall.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




