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  1. #1
    Player
    Reinfeld's Avatar
    Join Date
    Nov 2011
    Posts
    335
    Character
    Typical Karen
    World
    Exodus
    Main Class
    Pugilist Lv 62

    Devs, here's how to ACTUALLY stop speed running.

    Don't nerf the DPS, nerf the tanks. Specifically their aoe taunts. People can only speed run because tanks are able to reliably hold aggro on 6-12 mobs at a time while the enemies are being pelted by non-stop aoes. You can nerf their damage all you like, but as long as mass pulls + aoe have better potency than straight up single target DPS, it'll never end. Honestly, I think that even allowing AoEs outside of crowd control like Sleepga or tri-bind was a mistake in the first place.
    These suggestions are aimed at allowing tanks to keep their ability to control small groups of monsters (with WAR able to do so slightly better, since that was supposed to be their gimmick) with bigger pulls becoming increasingly difficult to manage.

    Flash - Off global cooldown, new cooldown 20 seconds (Allows them one free pass to get aggro, but then they have to swap targets to maintain enmity, good luck with your aoe spam)
    *or*
    Flash - Single Target spell, 10 second cooldown. Blinds enemy and generates moderate enmity on a single target, grants bonus enmity on targets unaffected by Rage of Halone's debuff. (Considering how easy the Devs seem to want to make tanking, this might be a bit of a stretch but it should be possible to handle a group of 3-4 with this. Worst comes to worst, PLD's learn how to use bodyguard)
    *or*
    Flash - Same as it is now, but now applies a stacking buff to enemies creating heavily dimishing enmity returns for every flash. Wears off after 10-15 seconds allowing full enmity gain again....or just make it so it can just flat out only generate enmity every 10-15 seconds. (PLD can keep their ezmode enmity generation, but mechanically sound PLDs will probably find they have trouble holding aggro on more than 4-5 mobs against BLM's spamming flare. For less skilled PLD it will be impossible)


    Overpower - Can only hit up to 3 monsters at a time. (Any WAR who can hold aggro on 7-8 mobs with somewhat unreliable aoe enmity generation deserves the speed run)
    *or*
    Overpower - Diminishing enmity returns for every subsequent use.
    (1)
    Last edited by Reinfeld; 06-19-2015 at 07:00 PM.

  2. #2
    Player
    VoltaAsura's Avatar
    Join Date
    Feb 2012
    Posts
    533
    Character
    Volta Asura
    World
    Excalibur
    Main Class
    Thaumaturge Lv 61
    Or they could just make the mobs harder/dynamic and nerf nothing.
    (14)

  3. #3
    Player
    Reinfeld's Avatar
    Join Date
    Nov 2011
    Posts
    335
    Character
    Typical Karen
    World
    Exodus
    Main Class
    Pugilist Lv 62
    Quote Originally Posted by VoltaAsura View Post
    Or they could just make the mobs harder/dynamic and nerf nothing.
    The only problem I see with the "Harder" part is that they have to leave the mobs weak enough for a party who is only at the minimul ilvl to complete. So unless the Ilvl cap is only 10-15 above the minimum, people will still severly outgear the content and speed run it anyways. Not sure exactly what you mean by dynamic, but if you mean that everything in this game is basically just a reskin of "Trash mob 01" I would agree that the mobs are pretty boring and un-threatening.
    (2)
    Last edited by Reinfeld; 06-19-2015 at 07:11 PM.

  4. #4
    Player LeeraSorlan's Avatar
    Join Date
    Sep 2014
    Posts
    460
    Character
    Leera Katz
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    nerfing stuff is never a good idea...get outa here.especially tanks? really? sure, it would maybe help with trash pulls somehow..but speedruns arent all that exist in the game...raids..primals...other things that have multiple adds and enemies that need sufficient aoe aggro to handle would all become much more of a hassle..no. the way to fix speedruns is to create artifical barriers or some such, similar to how they already do with doors and keys...but magical barriers wont restrict them to having to find out a way to put a door here or a hole there in an wide open dungeon. see this lil group of three enemies? a barrier is summoned as soon as aggro is pulled and cant be taken down until those three enemies are dead.
    that is what would fix it, 100%. do i agree tho? no. speedruns should be part of the game just as slow runs should, player choice,,not force..but if it MUST be done, no nerfs...just magical barriers.
    (5)

  5. #5
    Player
    Nova_Dresden's Avatar
    Join Date
    Aug 2013
    Posts
    287
    Character
    Nova Dresden
    World
    Cactuar
    Main Class
    Scholar Lv 73
    I'd rather they just do something to make tanking 15+ things and surviving not something that can be done than nerf anything else. Up damge from trash mobs. Getting tired of suicidal tanks that pull everything from the dungeon start to the first boss and being 90% dead before they stop and expect me to keep them on their feet and call me a failure when 6 Lustrates and ton of other heals can't do it.
    (9)

  6. #6
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    Some kind of stacking debuff on the tank or buff on monsters would solve it without necessarily nerfing threat generation (which does NOT need to be nerfed). The more enemies hitting the tank = they all get a teamwork buff and eventually we can't heal through it.
    (10)

  7. #7
    Player
    Dotsusama's Avatar
    Join Date
    Jun 2013
    Posts
    507
    Character
    Cidriel Tausendklingen
    World
    Excalibur
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Souljacker View Post
    Some kind of stacking debuff on the tank or buff on monsters would solve it without necessarily nerfing threat generation (which does NOT need to be nerfed). The more enemies hitting the tank = they all get a teamwork buff and eventually we can't heal through it.
    I am in favor of this. It's kind of like giving mobs a version of the Echo. That way a party with better gear, more levels, and sharper skills can still risk it if they really want to try, but at some point it WILL overwhelm their ability to absorb the damage and thus it throttles their progress.
    (3)

  8. 06-21-2015 06:14 AM

  9. #8
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Souljacker View Post
    Some kind of stacking debuff on the tank or buff on monsters would solve it without necessarily nerfing threat generation (which does NOT need to be nerfed). The more enemies hitting the tank = they all get a teamwork buff and eventually we can't heal through it.
    This, or this:

    WoW has a few fights where mobs taken reduced damage from aoe effects. Another idea. Faction Champs, for one.
    (0)

  10. #9
    Player
    SooChe's Avatar
    Join Date
    Dec 2013
    Posts
    84
    Character
    Sooyoung Che
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    Why is there a need to stop speed running?
    (11)

  11. #10
    Player

    Join Date
    Jul 2011
    Posts
    644
    also i think SE balanced the game for the dungeon but more for Hard Content.
    nerf something for the easy dungeon would be a mess for the hard content.
    Also who care you are speed running or not ? it's a choice.
    (3)

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