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  1. #11
    Player
    Rhais's Avatar
    Join Date
    May 2014
    Posts
    240
    Character
    Sophie Miret-njer
    World
    Faerie
    Main Class
    Black Mage Lv 85
    Quote Originally Posted by SooChe View Post
    Why is there a need to stop speed running?
    There isn't.
    (8)

  2. #12
    Player
    Urielparadox's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    500
    Character
    Smily Kweh
    World
    Maduin
    Main Class
    Red Mage Lv 100
    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.
    (0)

  3. #13
    Player
    Riastrad's Avatar
    Join Date
    Oct 2011
    Posts
    321
    Character
    Mercutio Montealvo
    World
    Sargatanas
    Main Class
    Marauder Lv 100
    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.
    (0)
    Last edited by Riastrad; 06-21-2015 at 04:58 PM. Reason: Reading thread is hard.

  4. #14
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    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.
    (0)

  5. #15
    Player
    Mirakumi's Avatar
    Join Date
    Oct 2011
    Location
    Windurst 2.0
    Posts
    1,170
    Character
    Lady Zelda
    World
    Leviathan
    Main Class
    Archer Lv 92
    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.)
    (0)

  6. #16
    Player
    Threndsa's Avatar
    Join Date
    Oct 2013
    Posts
    4
    Character
    Threndsa Gen'troc
    World
    Midgardsormr
    Main Class
    Paladin Lv 50
    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.
    (0)

  7. #17
    Player
    Amelia_Pond_Behemoth's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,112
    Character
    Violet Baudelaire
    World
    Goblin
    Main Class
    Dark Knight Lv 83
    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.
    (8)

  8. #18
    Player
    416to305's Avatar
    Join Date
    Feb 2015
    Posts
    390
    Character
    Psycho Bunny
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    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.
    (1)

  9. #19
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by SooChe View Post
    Why is there a need to stop speed running?
    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".
    (2)
    Last edited by SarcasmMisser; 06-23-2015 at 02:11 AM.

  10. #20
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    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.
    (1)

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