I think WP HM could have been improved by the totems drawing the party in and surrounding the area with a forcefield until the enemies within are defeated. That would stop a lot of Leeroys looking to show off.



I think WP HM could have been improved by the totems drawing the party in and surrounding the area with a forcefield until the enemies within are defeated. That would stop a lot of Leeroys looking to show off.
Pulling packs of mobs to make a dungeon run faster is apparently showing off now and makes you a Leeroy, sure thing, fam.
Anyway, I think you missed the point of the totems. They're basically there to drop a hint on how the last boss works. "Hey, I noticed that the monsters become really hard to kill when they're inside the totem. We could kill the totem, or just move them away from it and save time. Oh look, the last boss also drops totems, using what we've learned, lets move him away from it."

I think what dungeons need more of in general is mechanics outside of boss fights, most of the dungeons lack any real hazards or trash mechanics and often boil down to pull adds in large group, aoe and dodge aoe every now and then. WP normal had you carefully moving around to avoid tonberries, many earlier dungeons you had to be careful with how many mobs you pulled or what packs to pull, or had environmental hazards that made you pay attention to where you positioned mobs, certain mobs posed particular dangers you had to be rid of. Even raids lacked a lot of these things and rather than create anything intersting with Alexander S they just cut most of it out and made you start at the bosses.
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