palace of the dead


palace of the dead
That\\\\'s true but at the same time in those days dungeon run took A LOT more time. a stratholme run in vanilla took almost an hour with a decent group ( hours if you take in account the time spent in ironforge repeating like a broken record " lfg for strat need healer and 1 dps"). Consider that for each pull you had to mark which mob you have to sleep which one to root etc for a dungeon that you run multiple time is no wonder that they simplified what became a rather tedious routine.*SNIP*
it was the use of a CC skill to counter an unexpected situation such an error that gave a sense of fulfilment but those situation depend on the players not the game per se.
Outside those unexpected situations it was a simple grind like in ff14 but with an incredible boring and sometime frustating phase in between each pu



I wouldn't say tanks specifically impede fun.
One of my most fun PotD runs was DRK/PLD/PLD/MCH. We had to be really careful and had a few near wipes due to lure traps and wandering mobs causing us to engage too much at once.
On the other hand that run was also really long and I wouldn't want do content without a healer regularly because of that.
Doing things out of the ordinary is great for a change of pace but I think the trinity has its place for setting the standard and making unusual runs all the more interesting by comparison.



Which only goes to show how immensely powerful healers are in this game >_>
In general, I find the role imbalance pretty gross. Losing a DPS might not even go noticed while losing a tank has harsh but recoverable repercussions for the most part and losing a healer usually means the preliminary end - period.
One can turn the coin, too. DPS are an impairment to fun, if you play a healer. Since sadly, a lot of them have a 'must not interrupt rotation' mindset, which causes them to not pay attention to the 10 overlapping pie plate markers under the DPS' feet.
Or Healers that got indoctrinated with a 'lol stay in Clerics, Holyspam until 0 MP' mindset, despite the tank having stated to be new to the specific content (even if just as a tank).




What I've learnt is that the biggest impairment to fun in this game is people. People suckOne can turn the coin, too. DPS are an impairment to fun, if you play a healer. Since sadly, a lot of them have a 'must not interrupt rotation' mindset, which causes them to not pay attention to the 10 overlapping pie plate markers under the DPS' feet.
Or Healers that got indoctrinated with a 'lol stay in Clerics, Holyspam until 0 MP' mindset, despite the tank having stated to be new to the specific content (even if just as a tank).
41-50 is usually just pull everything to the key room and w/e classes are in the party AOE everything down. In those cases I find 1 tank/1 healer/2 dps the most valuable comp, especially if you don't get a lot of those vision items and need to patch up landmines/silence + pacify/whatever else. Depending on your luck (aka lots of those damage taken reduction items + damage dealt increase items) then you could probably go quicker with 3 DPS/1 healer but it's honestly w/e. Most times, at least for me (on WAR and MNK), the clear times are about the same regardless of comp. You just have to get some competent people, which can admittedly be tough in DF.




If you are talking about PotD then yes 4 dps is quickest (kinda obvious really), but that is because PotD is designed to be beatable by 4 dps. Healers are a safety net, and tanks allow for larger pulls. My comment poking fun (in a lighthearted manner) at the community was based on general content in the game in response to Lesans comment about how bad healers and dps can be too.
This is why I feel like we should have more hybrid elements to jobs in the game. losing a healer is not as bad if, for example, you have a PLD and BRD in the party (clemency, divine veil, mantra, ballad, protect, stoneskin). Losing a tank is not as bad if you have a MNK in the party (foresight, featherfoot, fists of the earth). I'm not saying homogynise the game, but give classes support capabilities beyond their role makes it more interesting (PLD is a much more interesting support tank, than wall).Which only goes to show how immensely powerful healers are in this game >_>
In general, I find the role imbalance pretty gross. Losing a DPS might not even go noticed while losing a tank has harsh but recoverable repercussions for the most part and losing a healer usually means the preliminary end - period.
Oh, and I didn't mention SMN who has a tank pet and a battle raise
Last edited by Lambdafish; 08-29-2016 at 10:30 PM.



my feelings exactly on the issue, 4 dps with one pulling, can take one or two mobs. 3 dps and one tank, them being melee, and he pulls even 3 tops, down like a wet candle fire. I just dont feel like theres enough of a balance if were going to play the holy trinity to make any sense out of itWhich only goes to show how immensely powerful healers are in this game >_>
In general, I find the role imbalance pretty gross. Losing a DPS might not even go noticed while losing a tank has harsh but recoverable repercussions for the most part and losing a healer usually means the preliminary end - period.
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