
The nerf wasn't to stop speed running it was to balance out aoes, and primarlya decent to balance out the low man dungeon unsynced options. Some of these new dungeons can be done at level, without a tank. If you notice most the new dungeons cap at around 4 mobs some with 6, per pull before you can progress in the dungeon. The changes help balance aoe job + single target job party make ups.

Well, as a tank that has yet to do the new dungeons, do you really want to kill que times even more? Nerfing tanks solves nothing in the long run besides making people want to do the job even less.
If you want speed runs to stop, give players a debuff called overwhelmed. Make incoming damage hurt a hell of a lot more with an higher than average crit rate from mobs that are grouped up.
I myself enjoy taking things slow. That doesn't mean everyone else does.
Edit: Won't lie. I skipped some of these posts so I could throw my opinion in. Souljacker beat me to it.
Last edited by Riastrad; 06-21-2015 at 04:58 PM. Reason: Reading thread is hard.
If you had a bard and a black mage in 2.x dungeons it was a compleat waste to pull less than three packs at a time in most dungeons.



I keep getting into instances where tanks pull everything, and mobs hit hard as shit now. I can keep them up but it takes FOREVER. I really start to hate it lol. Especially when they speed pull with 2 nins. (no offense to ninjas but that aoe aint happenin and dat tank go down.)

Instead of poking at class mechanics just make the dungeon have quirks that makes speed running less of a thing. Haukke Manor HM was a perfect example of this. There are sections where you can do multi pulls and sections you have to go bit by bit getting keys or turning off the fire sprays.
Honestly I have no issues with speed runs. If you are geared enough to do it and not die then go for it. I have issues with groups that try and do it when they aren't ready. I remember "speed runs" in WP taking 15m longer than it would have if we had just gone normally.


The problem isn't with speedrunning. The problem is with community that force tanks to speedrun. I don't mind if a tank pulls fewer mobs, just as long as they're moving at a steady pace I'm fine. It's when people tell the tank they're moving too slow that becomes the problem.
Speedrunning doesn't need nerfing. Whiny impatient DPS just need to shut up.

I have no problem with speedrunning, but what I do have a problem with is using duty finder and the tank just deciding that HE wants to speed run it and then booking it through. That happened my first time on Brayflox HM, it starts and he just books it off before I even gone Stoneskin on him and seriously pulled what had to be at least 12 if not more enemies. Hit HP instantly went from 100 to 60 to 20 to dead, and then they voted me out as the healer. I was just like what the hell, I didn't even have a second to get my shit together as I was expecting a normal run, plus it was my first time on it. I think speedrunning should be if the party agrees, or a preformed party.


There never was and you have to realize that with the way dungeons are designed they are complaining about tanking something like 6 enemies at once. In the vault you are forced to tank more than that at once but apparently players know better than yoshida on how aoe threat should be designed.
There hasn't been dungeons that have allowed large dangerous pulls since 2.4, I'm not sure what kind of terrible healers consider 2 packs a "large pull".
Last edited by SarcasmMisser; 06-23-2015 at 02:11 AM.


People only do mass AoE pulls in Expert/HM dungeons from 2.0 because they were 50 capped but we all had i130 gear. When those dungeons were fresh and people were i50-i55, nobody was mass pulling, I assure you.
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