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  1. #51
    Player
    mp-please's Avatar
    Join Date
    Feb 2015
    Posts
    449
    Character
    Danielle Leclair
    World
    Leviathan
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Ashewalker View Post
    Unless you think of us as idiots....The icons were photoshoped to be all Red for DPS when there is a Dark Knight there and a White Mage.


    This amount of gating doesn't encourage healing or tanking, only dps from all the 4 members in the party.
    (10)

  2. #52
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by TankHunter678 View Post
    I think its more that DPS can do their proper ST rotations on something other then a boss mob. Instead of just sitting there spamming the few AoEs you have as something like a melee DPS.
    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.
    (0)

  3. #53
    Player
    mp-please's Avatar
    Join Date
    Feb 2015
    Posts
    449
    Character
    Danielle Leclair
    World
    Leviathan
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Kaurie View Post
    .
    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.
    (3)
    Last edited by mp-please; 06-24-2016 at 06:01 AM.

  4. #54
    Player
    Voltyblast's Avatar
    Join Date
    Aug 2014
    Posts
    735
    Character
    Rama Kagon
    World
    Balmung
    Main Class
    Warrior Lv 80
    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....
    (2)

  5. #55
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    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.
    (3)

  6. #56
    Player
    Nestama's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    4,353
    Character
    Nestama Eynfoetsyn
    World
    Lamia
    Main Class
    Samurai Lv 100
    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).
    (2)

  7. #57
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Velhart View Post
    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.
    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.

    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 (Har
    d)
    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)
    (0)

  8. #58
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Voltyblast View Post
    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....
    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.
    (0)

  9. #59
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kaurie View Post
    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.
    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.
    (0)

  10. #60
    Player
    16bitBounty's Avatar
    Join Date
    Aug 2013
    Location
    Houston, TX
    Posts
    559
    Character
    Alyssin Kiger
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    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?
    (1)

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