Page 4 of 10 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 93
  1. #31
    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 Dustytome View Post
    The Aurum Vale would be a great example of why these take your time dungeons don't work. Had to take an alt through for a GC quest and had a string of tanks disappearing before load-in and groups disbanding afterward. It's exciting the first time or two and then it's old content and people just want it over with when they're pulled in for a roulette.
    I made the same argument against why having puzzles or mobs with mechanics. They're exciting the first time or two, but you'll wish you could skip them after your 100th roulette run. Even the devs admitted the dungeons are made to be run over and over (though they are looking into ways to make them feel more fresh in 4.0). And considering how we all know how much people HATE IT when someone goes too slow in dungeons, isn't that what puzzles or mobs that take longer to kill would be? You can't have puzzles/harder mobs that take time to go through and want speed running at the same time.
    (1)

  2. #32
    Player
    Lewtskie's Avatar
    Join Date
    May 2015
    Posts
    550
    Character
    Rynka Shadowrane
    World
    Cactuar
    Main Class
    Monk Lv 80
    Quote Originally Posted by Inori-Yuzuriha View Post
    Why do you play an MMORPG if your time is limited?

    ¯\_(ツ)_/¯
    Because this is a MMO purposefully designed for those who have limited time in their daily lives who enjoy playing a multiplayer RPG? The amount of people who seem unable to comprehend this despite how many times even the director himself has explained this is amazing....

    Quote Originally Posted by bass9020 View Post
    If the game offered features that I couldn't do or wouldn't have time for thats my own issue maybe id try it but if I couldn't then oh well I will wait until I can.
    The game already offers features that one may or may not be able to do in their span of free time to play, the dungeons that which exist to provide progress at a daily interval will never be one of those. That is your bare minimum content offered for someone to play so they may keep relevant with gear when they want to do higher tier content.

    Yeah, more higher tier content would be good; doing so by taking away from the base content would be stupid. You're just trading the satisfaction of one group for another, and who do you really think is the larger group?
    (4)

  3. #33
    Player
    hydralus's Avatar
    Join Date
    Jun 2016
    Posts
    1,107
    Character
    Keiho Fukiku
    World
    Balmung
    Main Class
    Warrior Lv 50
    So stacking more enemies makes it harder
    That... logically already happens. I mean, this would make it even -more- hard and utterly worthless to do so. At that point you may as well just skip the whole stacking buffs and put a gate between every single group of mobs.

    And yeah taking time to enjoy the scenery sounds all well and good until gearing up requires running the -same 2 dungeons- at least 6 times a week to cap on tomes, for several weeks. Thankfully there are alternatives, though.
    (1)

  4. #34
    Player
    Atoli's Avatar
    Join Date
    Jun 2011
    Location
    Posts
    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    Quote Originally Posted by Hayward View Post
    It's funny that posters who complain about the game being "easy mode" would balk at this opinion so aggressively. I'd dare to say that this thread has done well in exposing who actually benefits from "easy mode" and who wouldn't actually mind a challenge.
    Yeah, because a OHKO if you dare to pull more than 15 mobs is SUCH a challenge
    The only challenge in that is counting the actual number of mobs you pull. Other than that, you do the same as now, just smaller amounts, making it even more boring and slow.
    A 100% death chance is no challenge, it is a measure to stop players in their tracks and nothing else, since you can't tank through it, work around it, or any of that. It's just "pull less or start over from the entrance".

    Obviously, my answer to this is no.
    I absolutely love the challenge of speedruns and am already greatly annoyed with all the gates and locks and walls that SE puts into every dungeon since mid-ARR.
    (4)

  5. #35
    Player
    CGMidlander's Avatar
    Join Date
    May 2014
    Posts
    1,819
    Character
    Height Error
    World
    Jenova
    Main Class
    Samurai Lv 90
    Stuff's been gated since after Brayflox HM.
    The amount of mobs available to pull at once has already been limited to what SE deems acceptable.

    If you can't handle it, you have two options right now:
    1) Git gud
    2) Pull less after you wipe
    (Option 1 is recommended)
    (1)
    Last edited by CGMidlander; 11-28-2016 at 03:53 AM.

  6. #36
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    And how does one "git gud?" People always say that, yet they refuse to elaborate.
    (0)

  7. #37
    Player
    VirusChris's Avatar
    Join Date
    Aug 2013
    Posts
    513
    Character
    Chris Corona
    World
    Malboro
    Main Class
    Ninja Lv 90
    Wow... I wasn't expecting my thread to go over 3 pages honestly. 0_0;;

    Well everyone puts so insights on the issue, I wonder how they'll handle it differently for 4.0? Like there's three different types of enemies in the whole that has their own "Trinity System" where one is a Healer helping its allies, a Tank enemy that has a "Lightning Rod" effect that absorbs damage aiming towards the Healer to damage it instead for a limited time, and a DPS hounding the Healer in the players' group and you have to use your CDs in the right moment and time to disrupt their teamwork?

    Also Field Terrain buff that increases the enemies abilities if you hold them down in a single spot for too long? That increases their overall abilities? So people have to think fast and act fast to handle it as well as have areas on the field that decrease their abilities (like some mechanics do already) until the enemies' allies out of the area move the objects around to keep it a tad random and unpredictable so it's not EXACTLY the same run to run?

    Just something I'm bringing now that some of you guys mention how 4.0 will try to bring in a breath of fresh air for dungeons.
    (0)

  8. #38
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Honestly, I don't see how speed runs are any fun. Pop your buff, then hit a one button macro that spams your only AoE seven or eight times, and that's it. I'd prefer to have an actual reason to pay attention in dungeons rather than macroing a repeating AoE button and going AFK for 30seconds at a time.
    (1)

  9. #39
    Player
    hydralus's Avatar
    Join Date
    Jun 2016
    Posts
    1,107
    Character
    Keiho Fukiku
    World
    Balmung
    Main Class
    Warrior Lv 50
    Quote Originally Posted by MilesSaintboroguh View Post
    And how does one "git gud?" People always say that, yet they refuse to elaborate.
    That's kinda the point of saying 'git gud'. It's a dismissive statement.
    (2)

  10. #40
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dustytome View Post
    The Aurum Vale would be a great example of why these take your time dungeons don't work. Had to take an alt through for a GC quest and had a string of tanks disappearing before load-in and groups disbanding afterward. It's exciting the first time or two and then it's old content and people just want it over with when they're pulled in for a roulette.
    The Aurum Vale is a great example of people not really wanting challenging dungeons. It can't be speed ran unless running it unsynced, in which case you give up the awesome exp the dungeon gives. I should backtrack a bit and not say that players don't truly want challenging dungeons that take longer, but I think they want better rewards if they have to do a challenging and puzzling dungeon over and over again.

    I think they can do something with the concept they had with the Haunted Manor during the recent Halloween event. One of the things that made it really fun was even though it was the same dungeon, with the same mobs, and same mechanics, your objectives changed each time you were in it. Haunted Manor was actually more challenging than a lot of current dungeons, and you don't fight anything.
    (0)

Page 4 of 10 FirstFirst ... 2 3 4 5 6 ... LastLast