I don't understand the complaints for two dungeons in expert roulette when a third isn't going to make things any less dull. From what I see, if they keep using the glorified hallway but with silly obstacle design for dungeons, what's the point?
For Void Ark, just have all the chests appear at the end. This would heavily deter people (i.e scummy bards) leaving like assholes when their precious piece doesn't drop, then at the end, everyone has a fair shot at the loot, done. A token system would make it easier to get loot, but would also likely kill the content faster when people get what they want and never go back.
Also, I would welcome tougher 4 man dungeons, I barely have to heal outside of big pulls in the EX roulette (as a SCH, I can just make the fairy keep the tank alive for nearly all boss fights) I would welcome any sort of healing challenge outside of savage raids (last boss of the Vault and A4 normal are decent enough checks for the average healer)
I am surprised people are flipping out over a cat ear hood when there are already cat people in the game (complete with cat ears)
As i expected they seem to have lost faith with how savage is now.
I actually like this idea. It was even worse when said bailing players were tanks.
I hope the roulettes aren't the way it actually will be. I got so sick and tired of doing the same 3 dungeons over and over and over again. Even worse, I tend to get the same dungeons. 2.5 was AKHM Roulette. I didn't bother trying to cap Eso on 3.0 roulettes, and I probably still won't try and cap Eso. I'll run a few roulettes when I feel like it, but if my motivation isn't there, I'm not going to run the dungeons.
And then on week 3 no one will ever finish it because where there's no incentive to run it more than once, no one does it more than once, and those late to the party for any reason are f'd.
No.
We don't need three difficulties either.
Most people I know don't want to go near Alexander Savage with a ten-foot pole. It's too much of a hassle to form and maintain a static of people you can get along with, can do the fight, and are patient if the group wipes more then two-or-three times. Plus, there's the whole static = marrying the game/second job mentality that scare most of us casuals away (and some of the people who are wizened from Coil statics).
Just make all pieces that may be considered "BiS" drop at the last boss. Basically anything with crit and/or det on it will drop only at the last boss. People will always leave a party after getting their loot and this becomes more frequent the later in the week it gets. Coupled with the growing frustration of not getting the specific loot you want and capped on tomes for the week only exacerbates this problem. There is nothing you can do to "solve" this issue so the best way to go about it is to simply make the fights interesting and not make the rng so bad that people literally want to leave the dugeon after getting their loot.
Last edited by Marxam; 11-06-2015 at 05:43 PM.
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