I see, but that isn't doing your designated role - AoE and Single target are both damage, which is your role. I guess he meant everyone can do their proper rotations?
That said, as a SMN, I feel that AoE is more involved that single target -> it adds nuances like if we reach 4 guys Blizz 2 = Ruin III, but Ruin III is better at 3 guys etc.
Personally i even feel holy was nerfed, if i used it on these tiny pulls i'll go oom for almost no damage done at all vs using it on groups of 4+ mobs.
What some people on this thread don't seem to understand is that gating is the laziest way of limiting pulls, it has nothing to do with "i like this" or not. They can make mechanics where mobs can't be paired together or they do x mechanics after a while or just add mobs that hit so hard that they can't be pulled in large amounts.
Gating just forces the player to play the game at the dev pace and that is wrong, if i'm on a premade party or even on a pug party with people full of i240 gear i'm not going to want baby pulls for people at minimum ilvl.
I'm not even talking of challenging content as dungeons are daily content, if i want challenges i'll go to savage or ex primals. What i'm talking about is fun and this new trend of gates on every pull with hp sponges that do nothing but auto attack and a occasional cone is far from fun.
Last edited by mp-please; 06-24-2016 at 06:01 AM.
And there I thought Antitower and Neverreap were the worst, here comes a new challenger!
Why can't we have more dungeons like Brayflox HM....that dungeon was quick, enjoyable (because it was quick), and barely any gates.
Making a dungeon last 20-30 minutes by limiting pulls isn't fun....
You should look at these dungeons as "Is this something I want to spam 1-2 times a day?", because in that regard, Hullbreaker(HM) is built very well. Putting too much or making a dungeon longer just for the sake of making things "unique" is what people will like the first few days, then absolutely get sick of it later.
Different strokes for different folks. I like my dungeons to have a little fight in them (I loved Pharos Sirius back in 2.1 and frequently ran it, teaching newbies the mechanics and etc). Hullbreaker HM is about as boring as Tam-Tara HM (don't get me wrong, I loved the story there, but the bosses themselves were very boring. First boss: stack behind her, tank and spank. Second boss: tank and spank, touch balls. Final boss: tank and spank, kill adds).
Personally, I'd rather have something that I like for 2 days and then hate, than something i hate immediately and continue to hate. This whole thread got me thinking of which dungeons I prefer, so I made my list. Below is my order of preference (though I am sure it changes slightly based off mood, class played etc). Green = I enjoy them, Yellow = meh, Red = I dislike them.You should look at these dungeons as "Is this something I want to spam 1-2 times a day?", because in that regard, Hullbreaker(HM) is built very well. Putting too much or making a dungeon longer just for the sake of making things "unique" is what people will like the first few days, then absolutely get sick of it later.
Tam-Tara Deepcroft (Hard)
Sohr Khai
Haukke Manor
The Antitower
Brayflox's Longstop (Hard)
Brayflox's Longstop
Haukke Manor (Hard)
Hullbreaker Isle
The Aetherochemical Research Facility
The Wanderer's Palace (Hard)
The Wanderer's Palace
Amdapor Keep (Hard)
Sastasha (Hard)
Neverreap
The Lost City of Amdapor (Hard)
Halatali (Hard)
Copperbell Mines (Hard)
The Fractal Continuum
Amdapor Keep
Sastasha
The Vault
Copperbell Mines
The Great Gubal Library
Pharos Sirius
The Keeper of the Lake
The Lost City of Amdapor
Dzemael Darkhold
Sohm Al
Halatali
The Aery
The Sunken Temple of Qarn (Hard)
The Sunken Temple of Qarn
Cutter's Cry
The Tam-Tara Deepcroft
The Thousand Maws of Toto-Rak
Snowcloak
The Dusk Vigil
The Stone Vigil (Hard)
The Stone Vigil
Hullbreaker Isle (Hard)
The Aurum Vale
Saint Mocianne's Arboretum
Pharos Sirius (Hard)
Because devs don't like it when A) things are cleared faster than intended and B) one dungeon gets farmed so much that no one else runs the others.And there I thought Antitower and Neverreap were the worst, here comes a new challenger!
Why can't we have more dungeons like Brayflox HM....that dungeon was quick, enjoyable (because it was quick), and barely any gates.
Making a dungeon last 20-30 minutes by limiting pulls isn't fun....
It is funny that the ones you put in red have more of the unique mechanics or puzzles to them than most of the ones you put in the green.Personally, I'd rather have something that I like for 2 days and then hate, than something i hate immediately and continue to hate. This whole thread got me thinking of which dungeons I prefer, so I made my list. Below is my order of preference (though I am sure it changes slightly based off mood, class played etc). Green = I enjoy them, Yellow = meh, Red = I dislike them.
I have no idea what you're talking about I love Hullbreaker HM, not because it's a nice dungeon but because it takes minutes to run. Can you say Brayflox HM 2.0?
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