Nancy Drew? You mean, like I solve mysteries? I don't get the insult, assuming you meant it as one.
That said, I did literally skip 4 pages, as I didn't feel like reading it all. I read 1st post, your first post and your last post (that's it in this thread). Sorry for missing stuff.
Personally, I think they should up the ante when it comes to expert, at least a little. A tank with an I160 weapon would struggle to hold hate. A healer with a. I160 weapon has to heal slightly more.
You would think that's hyperbolic, but I'll give an example. Friends and I ran Xelphatol yesterday while in Discord. One wasn't paying attention and forget to actually heal me (I was tanking), which promptly leads to my death. She decides to say fuck it and tanks an entire pull as a Scholar. A Scholar, Machinist and either Black Mage/Summoner killed like 6-8 things without dying. None of us are elite caliber players either. Only I've done Savage while the rest haven't even cleared Sophia EX, yet they didn't even need a tank.I would love to see a Dragoon PURELY spamming Impulse Drive as their only damage in an Expert roulette dungeon and still clear in 20 minutes, in the average DF group. It's unlikely, and I get that you're being hyperbolic to prove your point, except, that works against your favor. If a person expects a high level of difficulty in content that is supposed to encompass skill levels of all players in the game, then you need to lower your expectations, sweetheart, because Expert is primarily there to allow people to cap tomestones in a relatively short amount of time (20 min x 5 days is enough to cap 450 tomes). If it's difficulty you want, EX Primals, Savage and PotD 101+ are there and not going anywhere.
That, in no way, should be remotely possible.
Stop assuming my position. No one is expecting high levels of difficulty. We're asking for actual difficulty. The scenario I described above demonstrates just how absurdly easy Xelphatol is. Wanting dungeons to make it so healers aren't spending more time in Cleric Stance than healing or so tanks can't pull trains until the game says "that's far enough" isn't demanding "high levels of difficulty." It's asking dungeons not be so easy, we're ignoring all the mechanics and force pulling.
It's no coincidence the current Anima step has you running Expert for Clusters. Dungeons aren't getting the queues they once were because they've become too easy, so the devs had to push us back into them. Yoshi even outright acknowledged people find their dungeons boring now.
Last edited by Bourne_Endeavor; 11-17-2016 at 03:15 AM.
Further proof that healers are unbalanced severely? ^
Scholar is, xD
But jokes aside, it isn't just healers or tanks being OP. You can achieve the same "nerf" by simply making things hit enough. PotD sort of does this actually. If you attempt to do big pulls, especially on higher floors. You're... gonna have a hard time. I was leveling Gladiator on floors 30-40 once and we triggered an increased spawn trap. Despite two healers, they were struggling to keep us all alive while I was struggling on aggro just due to the sheer heal and DPS said healers were trying to balance. Not having a tank stance didn't help any either. Still, it was... a lot of fun. We all had to work. Had our MCH not dicked off in another room, we probably would have survived it too. I'd like to see something similar for dungeons. Surprise big pulls, aggro breaks, a mob or two that needs to be targeted down ASAP. Basically, stuff that makes the group each have to pull their own weight and feel accomplished in doing so. That way, when we can do bigger pulls and survive later in the patch cycle's life or even have to wait until the following one, it feels like some form of progression. I couldn't tank ten mobs day one, now I can several months later. As it stands, dungeons are a joke the moment they launch, and just become a chore.
When it's better for Melee jobs to flat out ignore mechanics and just let the healer heal through everything. There's a problem.
PLD best healer in PotD! Clemency op, budget Raise! Totes the life.Not really related, but I adore playing PLD there simply because I can appreciate the versatility of my entire toolkit. XD
How about this then. Make the story dungeons easy, and the optional dungeons a bit more difficult.
Say, if Xelphatol is 210ilv, then Gubal would be 230ilv. Most people playing casually can reach that and it would allow for a more challenging and fun experience.
Sometimes I like to feel like a healer in dungeons, not a DPS that occasionally heals every 40 seconds or so.
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