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  1. #1
    Player
    Voltyblast's Avatar
    Join Date
    Aug 2014
    Posts
    735
    Character
    Rama Kagon
    World
    Balmung
    Main Class
    Warrior Lv 80
    Uhm, what about making actual interesting encounters and trash mobs, rather than add a pointless passive to make them stronger? Things like, an enemy that summons more adds and has to be stopped/stunned, an Aoe that sticks and tank must move out, or an invulnerable mob that you can only attack after you kill minions?

    I dunno, just giving my two cents...
    (4)

  2. #2
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Voltyblast View Post
    Uhm, what about making actual interesting encounters and trash mobs, rather than add a pointless passive to make them stronger? Things like, an enemy that summons more adds and has to be stopped/stunned, an Aoe that sticks and tank must move out, or an invulnerable mob that you can only attack after you kill minions?
    Heavily reminded for the first boss in Pharos Sirius. Summons adds that give you a stacking buff that will make you explode that causes a vulnerability up debuff. Boss summons AoEs on the floor that cover half of the arena that also give that stacking buff. Continues to spawn same adds, increasing in number up to a point (I think; maybe it kept increasing by one or two) and eventually adding in an AoE attack from the boss itself that covered half of the arena.

    Then I'm also reminded of Saint Mocianne's Arboretum and many adds had some mechanics that needed to be stunned or dealt with immediately. Too bad they were placed next to a boss's entrance that went down a slope and locked them out.
    (0)

  3. #3
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    I think you and Brannigan have something decent between the two of you. Definitely would need to reduce the amount of mobs down the line to the boss.

    I'm good with having it slow and steady if needed. If I have to push harder as a job then it's exciting to me. Then again, I guess you'd upset those who want to get in and done just because they're already playing too much, burnt out and complain that things are too easy while refusing to want something too hard...Steps is a good reason as to why we can't have nice things. Or the Bee's..I miss them.

    Quote Originally Posted by JunseiKei View Post
    Heavily reminded for the first boss in Pharos Sirius...
    That was fun, and it still kills people time to time. Some would rather die multiple times and burn it than deal with the adds. Though that's part because of how the game has raised us.

    Quote Originally Posted by Shurrikhan View Post
    ...Make the dungeons themselves less dull, and you might not have any issue in the first place, especially if it requires fewer runs (no additional minutes) spent in dungeons per week...
    I think that would be a fair compromise, by adding in things that makes a run more difficult for a set of users and in return, reducing the average dungeon time. Of course the reward could be more tomes to cap weekly. Though I think that it's easy enough as it is now, but others will strongly disagree. Still there has to be something from both ends..give and take. The bigger downside now though is making the content that others don't find dull and repetitive. Sooner or later it is going to get there, with all the dungeons and content floating around to make things 100% randomized, might be more negative than positive. There's really not a single answer out there that would make each dungeon brand spanking new each time, but instead of randomization through one single dungeon, you can get your fill through having to do a random dungeon with small randomized encounters.

    Quote Originally Posted by JunseiKei View Post
    ...Oddly enough, I don't really recall the speedrunners calling for the nerfs so much as the people that simply couldn't handle the mechanics. Mostly, the speedrunners complain about there being gates and forced stops or them having to deal with people that simply don't want to even try to pick up the pace a little more.
    From what I remember it was both points what you said, there was also a lack of understanding from both ends. For example, most of the new dungeons you'd have to slow down a tad with until the iLV made you into Super Kami Dende. After a bit it was business as usual. Though people got so use to doing the big pulls, if someone didn't have the gear for it..it didn't matter..they just ran. Causing a bad time. For Pharos, when they'd pull enough mobs and slowly kill..that banish..hurt. Now, I don't know if I even see it. On the other hand, the ones who didn't pick up the pace wouldn't try to meet in the middle. Maybe in the end it's just the people that need to be patched...

    I'm not a speed runner, I don't play enough to where I go "If I don't cap out tomes this week I'm going to fight a panda..with my car." and get evil. There's a point where you can go "I could do my thing and let this run go on longer or help out with the speed run. Or kill them...kill them all." in which case the minion on my characters shoulder that looks like a deformed version of Chairry from pee-wees playhouse with the voice of Harvey Fierstein makes the decisions.
    (1)
    Last edited by Leigaon; 12-01-2016 at 06:32 AM.