Results 1 to 10 of 38

Hybrid View

  1. #1
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Fernosaur View Post
    If so, when did you? Did you clear them while they were still relevant and the attainable IL to enter them was close to the minimum?
    I know this was directed at the OP but this still brings up some points I want to mention:

    Half the problem is, indeed, being overgeared. Because the content is outdated when it's released. Sure, 11s and 12s have a fair bit of healing to do. But, say, Zurvan ex... that was a joke to soloheal from day 1, unless you get tanks that don't like using CDs on the Wills or something and even then.

    And even excluding such content, dungeons at minimum ilvl do take a decent bit of healing. This is why large pulls lead to wipes on the HW leveling dungeons at 55/57+, and why the same thing will probably happen in SB in June. But outside of that... once we're at "endgame" dungeons, they're always going to release 30 or 40 ilvls below what players are at, and yes, that's a big part of why they're so trivial.

    That doesn't mean it's not a problem, though.
    (5)

  2. #2
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,344
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Risvertasashi View Post
    And even excluding such content, dungeons at minimum ilvl do take a decent bit of healing. This is why large pulls lead to wipes on the HW leveling dungeons at 55/57+, and why the same thing will probably happen in SB in June. But outside of that... once we're at "endgame" dungeons, they're always going to release 30 or 40 ilvls below what players are at, and yes, that's a big part of why they're so trivial.

    That doesn't mean it's not a problem, though.
    the question is why are they 30 or 40 ilvl below your actual ilvl at release?

    1 - they are designed for that ilvl so a new player who has just started the game can jump into the dungeon without getting gear from any weekly lockouts first.

    2 - they are designed for that ilvl so a second class of a veteran player can directly jump into the dungeon without getting gear from any weekly lockouts first.

    so... why is the "Expert" dungeon designed for new players, who have a lot of "new" dungeons they can choose from from previous patches (at least they are new for them), and second classes? why not for main classes?

    you can not only design it for a higher item level, but also make it harder overall, since new players and second classes, both indicators that the player is not as skilled as a veteran player on his mainclass, are excluded from the dungeon.
    (4)

  3. #3
    Player
    Littlegreen's Avatar
    Join Date
    Apr 2017
    Posts
    24
    Character
    Littlegreen Namekian
    World
    Jenova
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Tint View Post
    you can not only design it for a higher item level, but also make it harder overall, since new players and second classes, both indicators that the player is not as skilled as a veteran player on his mainclass, are excluded from the dungeon.
    You can definitely make the content harder to heal but accessible to new players, especially once they've gotten to SB. At that point they should be pretty familiar with their class. It doesn't even need to be just throwing in bigger numbers, you can put mini-mechanics in the dungeon itself or give the trash mobs some tricks up their sleeves. The last time I had trouble in a dungeon was Baelsar's Wall after coming off of a 2 week break and was a bit behind gear-wise and even then it was just the very first couple pulls I was having trouble with (but I did appreciate the enemy bards throwing venom/windbite on party members. It wiped each of my parties when pulling both encounters but it's def the kind of stuff I want to see more of). After that it was laughably easy.


    For example, there's no reason that in Sohm Al Hard I should go in as SCH and almost never leave Cleric Stance, even at i267. Selene should not be able to keep the party alive by herself, in boss fights especially. At that point it's too little damage.
    (3)

  4. #4
    Player
    Tsilyi's Avatar
    Join Date
    Mar 2015
    Location
    Limsa Lominsa
    Posts
    223
    Character
    Tsilyi L'sombra
    World
    Behemoth
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Littlegreen View Post
    For example, there's no reason that in Sohm Al Hard I should go in as SCH and almost never leave Cleric Stance, even at i267. Selene should not be able to keep the party alive by herself, in boss fights especially. At that point it's too little damage.
    you have to consider the minimum ilvl required for this dungeon, I'm not sure you can realistically say "even at i267" you are 37 points over the required ilvl for the dungeon and (i think) 22 ilvls over the level of the drops. then again, we weren't really having problems at i230 depending on player skill either, did have to heal slightly more though.

    also you have interesting ideas for savage raids and such but i think that they would require fair reworks of the tanking classes as the average mitigation considering cooldowns are relatively equal amongst the tanks themselves and it might require a mana regen or mana pool rework for the healers if they have to heal that much. a good idea might be something similar to sophia where the TB applies a debuff that (in theory, less in practice, especially now) should require the tanks to at least swap or become hard or impossible to heal.
    (0)