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Thread: Speed Runs Suck

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  1. #1
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    Nova_Dresden's Avatar
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    Quote Originally Posted by Malevicton View Post
    you could easily flip that around though. If players only ever do ST rotations then they'll "get bad" at AoE. Dungeons are there for you to apply your skills, not learn them.

    And people didn't call nerfs on PS for hard trash, they called nerfs on the bosses. People were fine with the trash, and that's the only real example.

    You have an idea of "play correctly" that is more of a personal preference. Which is fine, until you start telling other people they're wrong because of it.
    I never said "no aoe, just single-target". There is a point where AoE rotations are favorable at a certain number of mobs, but below that single-target rotations are more favorable. That needs to be learned/taught. If every pull is 10+ mobs then all you'll ever see is AoE to the point it seems ludicrous. I'm still baffled with the number of summoners that have one rotation outside of a boss: Tri-Disaster, Bane, Miasma II, Painflare x2, Blizzard II until out of MP or Aetherflow is back up for more Painflare. Then when we're on a boss they're hit-or-miss on how bad they suck.

    And Pharos Sirius was never hard. Every boss in that encounter has really one mechanic that the DPS should care about: Kill the adds. Killing adds is something that people just stop doing because they can or they don't do it because the assume the other DPS will or that the tank will hold them. I still have losses on that first boss simply because no one touches the adds and they spawn at % of health instead of being timed. Double summoners on that fight suck so bad because even if they do switch and kill adds the Pets and DoTs are still dragging his health down and spawning more dogs.

    Quote Originally Posted by Staris View Post
    No and your bad if you think that.
    The encounters are so pathetically easy the only challenge can be to min max it 2 seconds faster than your last speed run by improving group dps, and minimizing overhealing / tanking threat waste.
    Which is an excellent idea if you're in a premade group with people you know. Random is random and watching a tank pull a ton of stuff to kill when I have more HP than the DPS as a healer is just stupid.

    Quote Originally Posted by Metalwrath View Post
    Speed runs are really starting to get on my nerves recently.Getting stupid tanks.Who think because they have mostly i200 gear it's fine to pull 8 mobs with a ninja and monk.Ther's no point to making those kind of pulls with dps set up like that.
    Exactly. And speedruns have created another thing I loathe. I hate white mages. If you're a white mage, I'm sorry. I'm sure you're a wonderful charitable person, but deep down inside I still hate you a little bit every time I see that icon on the party list. Because apparently as a tank I'm nothing more than a regen target at pull, then something you Benediction at <20% health until I fall that low again and get a Tetragrammaton in between your Holy/Assize spam. I have never died one time with a SCH or an AST, but it's pretty much a guarantee that I'm going to die with a WHM in the party. Because of that, I pull slow with white mages.
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  2. #2
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    Malevicton's Avatar
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    Quote Originally Posted by Nova_Dresden View Post
    snip
    But again, people shouldn't be waiting to learn their job until level 60. Those dungeons are where you apply knowledge, not gain it. If that's where they're learning then dungeon design or speedrunning don't really matter; they've already messed up. And teaching target threshholds doesn't take a roundabout dungeon design. "Hey [person], you're job should aoe at 3+ mobs, otherwise, st." Boom, done. It's now taught.

    And yeah PS wasn't that hard, but it's the only example of what you were talking about, and doesn't match up with what you were saying.
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  3. #3
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    Quote Originally Posted by Malevicton View Post
    But again, people shouldn't be waiting to learn their job until level 60. Those dungeons are where you apply knowledge, not gain it. If that's where they're learning then dungeon design or speedrunning don't really matter; they've already messed up. And teaching target threshholds doesn't take a roundabout dungeon design. "Hey [person], you're job should aoe at 3+ mobs, otherwise, st." Boom, done. It's now taught.

    And yeah PS wasn't that hard, but it's the only example of what you were talking about, and doesn't match up with what you were saying.
    No, they learn their job through 60 levels of speedrunning every dungeon they get because we've seen them a thousand times and are sick of them and are not waiting around for them. Then they hit 60 and are expected to know everything when no one took the time to actually tell them what to do in the process. Speedrunning creates bad players, not good ones. It can improve good players, but it doesn't take a bad player and make them better.

    And Lost City is a better example. For a good week I had every tank under the sun pull EVERYTHING up to that first spore stalk and die seconds later expecting it to all go down like stuff in Wanderers Palace.
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  4. #4
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    Quote Originally Posted by Nova_Dresden View Post
    snip
    But again, dungeons aren't suppose to be making bad players good. That's the player's responsibility. We've seen with guildhests that you can specifically design encounters as tutorials and people will still herpaderp through it, mashing esc through all the windows and not reading text. Designing dungeons to help people learn, besides being extremely boring for passably decent players, will just do the same thing as guildhests (nothing). And for the players who might be able to learn from those types of experiences, we already have guildhests. You're putting way too heavy of a burden on dungeon design if you want them to correct bad players.

    Also that pull was manageable in Lost City when it was released if folks played right.
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