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  1. #71
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    That is already in the game it is called enrage timer. That is usually assigned to bosses though.

    People pull lots of regular enemies because they are squishy and don't hit hard. I don't think normal monsters would live long enough for an enrage timer to kick in. Hopefully SE looks into Brittle because tanks should not be able to tank tons of enemies at the same time. That is what off-tanks are for.
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    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  2. #72
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    I feel like there is another issue in play. As it stands each set of dungeons have an pattern to their entry/average levels, usually being a set increase of say, 20 or so. The Level 60 besides ARF start with an entry level of 145-150 then the next set move to i160 then i180, then i200 then i210. As a result they will always be behind the capped currency gear of the relative time frame. The pattern seems to be that the first half og the raid tier includes dungeons that ate 50 ilevels lower then Savage gear followed by dungeons that are 40 ilevel lower than savage gear.

    This means that anyone who raids or manages to cap tomes for a few weeks will always over-gear the dungeon. And this pattern will continue in the next patch which will give gear equivalent to the Eikonic gear.

    This happened in 2.X as well while the sclae is lower due to upgraded tomegear not being a thing until Soldiery, the dungeons were still vastly overgeared due to starting form an ilevel close to the character level and increasing form there and there being no ilevel sync until later

    This also means that ultimately unless they treat dungeons like raids into terms of at least entry requirements and scaling (the backlash to AK and Sirius pretty much ensures that being as likely as Blizzard going under), or change the pattern so that instead of 2 dungeons with the same requirement,s we'd have four with 2 at the beginnign and middle of the tiers and change the requirements (and Changing Expert roulette's rotation to a 2-4-2-4 pattern instead of consistent 2 per patch pattern) to match (say 4.1 and 4.2 both need an ilevel of 330 to enter instead of 4.1 needing i300 and 4.2 needing i320), then anyone that can at least cap the tomestones will always be stronger than the dungeon is made for
    (0)
    Last edited by Morningstar1337; 10-06-2016 at 11:43 AM.

  3. #73
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Something just occurred to me - why not have three versions of each dungeon? *Read this next bit carefully*.

    Each dungeon would have three levels of difficulty, equating to normal, hard & difficult, in addition to being a story or hard dungeon. For example, Gubal Hard, which was just released, would have normal (what we have), hard & difficult. The difficulty setting is purely related to HP & other stats of the enemies plus the amount of enemies encountered; no new mechanics.

    What this would allow is for those who get bored of running the same dungeons for months without variation to be able to adjust the difficulty of the runs & get better rewards for more difficult runs. The level could be selected in the DF, or if the devs baulked at that it could be via PF only but still be a roulette so you don't know *which* expert dungeon you're getting in hard mode.

    It should be minimal work to implement something like this & would make a big difference to content provision.
    (0)

  4. #74
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    They are barely managing to give us two different dungeons per patch and also said that they cant make three different versions of Alex raids because they lack the manpower. So I am quite sure that this would not need only minimal work. And just making them have bigger HP pools does not make a dungeon better. It makes it even more tedious if it doesnt have some new mechanics.

    Really why cant they just make the story mode dungeon like it is right now or maybe a little harder so that anyone can finish the story and make the Hardmode Dungeon much harder? Dont put those in the same roulette so people dont need to do them and we could have at least one dungeon to look forward too..why need to gear up if the new dungeons in the next patch does not need at least a nice amount of iLvl?
    (0)
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

  5. #75
    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 Alleo View Post
    They are barely managing to give us two different dungeons per patch and also said that they cant make three different versions of Alex raids because they lack the manpower. So I am quite sure that this would not need only minimal work. And just making them have bigger HP pools does not make a dungeon better. It makes it even more tedious if it doesnt have some new mechanics.

    Really why cant they just make the story mode dungeon like it is right now or maybe a little harder so that anyone can finish the story and make the Hardmode Dungeon much harder? Dont put those in the same roulette so people dont need to do them and we could have at least one dungeon to look forward too..why need to gear up if the new dungeons in the next patch does not need at least a nice amount of iLvl?
    I like the idea of multiple difficulties.

    Based off Square's track record, I feel that this is out of their reach, because they make everything more complicated than it needs to be (see LoV, Aquariums, glamour prisms, and so on.).

    I am sure that they could develop an engine to create multiple difficulties that could then be applied to their dungeons. Creating the engine at first would be time consuming, but then the use of it once completed would be minimal. That said, I am not a software developer, and I could be wrong about this. I am mostly going off what I see in WoW, where Blizzard has multiple difficulties and seems to have a system that can blanket add mechanics/difficulties to an entire dungeon (Mythic+). The way it is presented makes it seem like it is what I said above - rather than them having created 13 different difficulties per dungeon.
    (0)

  6. #76
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,854
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kaurie View Post
    That could work.

    One thing I also like in WoW is that there is usually 1 mob per pack that really needs to go down first - or at least be interrupted. Otherwise it will do massive aoes, fear you into other packs etc. So it works well to have at least 1 DPS focus that, instead of AoE'ing. It would work well here, where say a caster could AoE and melee could focus that mob. I think having this would help make pulling larger groups more difficult (as there would be more of these mobs to deal with). Though, once you gear up, it could be do-able if you're on point.
    We have this in dungeons where a mob will cast a Void Call or Dragon's Blood. Those mobs need to die first, and need to have those moves stunned, or else they spawn something harder to kill.
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  7. #77
    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 Catwho View Post
    We have this in dungeons where a mob will cast a Void Call or Dragon's Blood. Those mobs need to die first, and need to have those moves stunned, or else they spawn something harder to kill.
    Have never seen this be an issue in a dungeon before, except like Haukke Manor and Stone Vigil. Are those the ones you meant? I don't recognize the skill names per se. Even then, the penalty for not getting the one you need to target down first is small compared to that in WoW (as I said, you'll be feared into another pack of mobs, potentially and probably wiping the group).
    (0)

  8. #78
    Player
    aesteval's Avatar
    Join Date
    Jun 2015
    Posts
    956
    Character
    Tae Sylphanas
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Kaurie View Post
    Have never seen this be an issue in a dungeon before, except like Haukke Manor and Stone Vigil. Are those the ones you meant? I don't recognize the skill names per se. Even then, the penalty for not getting the one you need to target down first is small compared to that in WoW (as I said, you'll be feared into another pack of mobs, potentially and probably wiping the group).
    I remember it in Amdapoor Keep and Snowcloak specifically. But yeah, not much of a penalty tied to it.
    (0)

  9. #79
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    Someone recorded himself spamming one move for an entire dungeon and still clearing it.

    FF14 lacks in that department. Always has, and most likely always will. SWTOR is inferior in everyway except for that, as one or two dungeons every few patches are tuned to be a little bit harder. And by that I mean you cant just spam 1 1 1 1 1 for a clear.
    (0)

  10. #80
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,854
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kaurie View Post
    Have never seen this be an issue in a dungeon before, except like Haukke Manor and Stone Vigil. Are those the ones you meant? I don't recognize the skill names per se. Even then, the penalty for not getting the one you need to target down first is small compared to that in WoW (as I said, you'll be feared into another pack of mobs, potentially and probably wiping the group).
    Amdapor Keep normal mode has groups of mobs where one NPC starts doing a Void Call. It needs to be stunned or stopped or else the person turns into a demon. Stone Vigil and Snowcloak have the humans who use Dragonsblood and turn into an aevis. Stun or silence the move. At capped iLvl it doesn't hurt much, but when those dungeons first came out, it was necessary to prevent a wipe risk.
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