Quote Originally Posted by Musashidon View Post
all this will do is stop people from doing dungeons.
I disagree. It would stop some people from doing dungeons, but those people are usually the ones you don't really want in your party in the first place. The lazy sort that doesn't want to care about what the heck is happening, cause they are doing something else and want to just spam few buttons while doing so.

Quote Originally Posted by Musashidon View Post
unique mechanics are nice and all, but once its worn off (aka after the first run) it's annoying and i will just pvp for my seals since dungeons will take longer/more wipes because of players who don't care.
Players will start to care if these and similar would become something regular. And it not being "fresh" on second and latter runs doesn't change the fact that it can still be fun.

Using your argument that once you do it, it's not something you care to do anymore, I don't know why you're still playing. Anything at all. Everything that happens in any game is something you have been doing at some point in some game. What's new?! Story...maybe...So yeah, maybe it's worth playing until the part where you're saving the world all the same. In this game in particular, once you do the first two or three dungeons, there's nothing new. Just different graphics slapped on top. Every fodder fight is the same, like..literally. From a ranged persons perspective, there's only two possibilities to consider, and maybe 90% if not more belong to one of them. The mobs have long-range AoE (like those Magitek Colossus do) which may end up aimed at where you are...or they don't. If they don't, you do the exact same thing and wouldn't even notice being in a different dungeon. Healers at least need to react to the tanks health dropping.
PvP is actually the same. Once you play the map once, there's nothing fresh in it at all.

But do you know what's making it a bit more interesting?! Variety. Even if you repeat the same actions over and over again, so long as there are MORE actions that are repeated, it takes longer to get bored of them. These are supposed to do just that. Prevent every fight from being the same. If 10% of fodder would play like this, 10% like that, 10% yet differently and so on...the dungeons would actually take longer to get bored of. As a healer, the most interesting part of healing on fodders to me is the changing of targets from tank to mobs and from mobs to tank. Seriously, I'm not joking. Cause it makes me do something more than just push a few buttons over and over. There's some actual thinking added, too.

These don't have to make dungeon more difficult. By properly controlling the mobs stats, they would be quite easy to deal with, without any detriment to the length of dungeons. Ultimately, if there's the same amount of "HP" to take down and the same amount of "length" to walk, the time it will take will be roughly the same as well. These would just add some necessity to placing though into spreading the damage differently when making dungeons, cause some of these mobs simply could not be killed as a group. That's the point of their design, after all. Not hard to compensate for at all, though.

Quote Originally Posted by Musashidon View Post
the other thing to remember any monster that is going to ignore the tank is going to do basically no damage or their attacks will all be dodge able aoes meaning the mechanic is lost/ignored because if they did any real damage it would be wipe city, that's why the random target bosses are weak/dodgable.
What a lazy answer. If mobs can be balanced around the tank getting whacked left and right and prove some challenge (without making it too hard), the same can be done with mobs that go after other party members. Sure, at high enough gear, they will become noticeably weaker in comparison, but that's why tanks make multiple pulls in the first place, and that would mean that on healers/DPS there would potentially be multiple mobs as well.

Not all random attacks are weak. The golem in temple of quarn is entirely random, and he really CAN hit. I mean, bad. And his stunning punch, dealing high damage, is also undodgeable, possibly opening the person for a death on next hit, if he will follow it up with a high-range AoE with the person being cornered. Happened in parties I was in. There's just nothing that can be done about that.

Large part of the reason why the random attacks are mostly irrelevant is because they are not followed up. The healer have all the time in the world to recover from them. But if there was a mob constantly of the healer, that would be a non-issue. It would need to be killed, unless the mobs die fast enough while the tank can be healed easily even with a random instant cast here or there to make the healer kiting the mob enough. Then again, that's already different too. Good enough in its own way.