CC? No thanks, I sheeped enough moons to last me a lifetime.
CC? No thanks, I sheeped enough moons to last me a lifetime.
Imagine needing to use CC when people complained about the difficulty of The Burn.
Yeeeah.... as much as I'd like to see more variety in dungeons, that's not how people play anymore. They won't do it. The 'fastest way to run/clear' will be found, W2W pulling WILL be demanded, and if anyone deviates they will be yelled at, scorned, shunned, kicked and/or mocked to the highest extent that the 'community' can find a way to do. CC? Nah, you gather it up and burn it down. That mob have a buff that could be stunned to keep the tank from taking tons of extra damage to take some heat off the healer? SO WHAT? Just keep burning! (Happening in the Twinning already? SO WHAT! HAHA!)
It's a nice dream... but it's a dream. This 'community' won't do it and can't handle it. Sadly.
Last edited by Tsalmaveth; 10-29-2019 at 05:08 AM.
Crowd control: Only if the game itself has content designed to make it useful.
Branching dungeons: Maybe for some new form of content, but not for regular dungeons IMO. DUngeons are designed to be run over and over again via roulettes. Having puzzles or different paths quickly becomes moot when people know the fastest route and the solution to the puzzles etc. I'd love to see these sorts of things more in say solo duties/quests, but in dungeons I don't feel like they've really added anything outside of maybe day 1 of a patch.
We have Eureka for this.
It's the MMO that the purists want. It just happens to be instanced rather than it's own overworld.
And if SE is going to expand on it further at some point, keeping it relevant, it will only get better.
http://king.canadane.com
The way people play this game is always the most optimized path of least resistance. If we had one dungeon with branching paths, people would quickly find the most efficient route and anyone who dared go another way would get kicked. The problem is that it's you and 3 random people put together in a dungeon, who leads and will the other follow?
How often have you cleared all the cell and the side rooms in Haukke Manor, or the side tunnels in Toto-rak? Ask yourself why you would do those. At the moment they contain a monsters and a bronze chest or two. If you've entered with the Roulette you might be level 70+ in a pre-30 dungeon, you wouldn't go after the extra monsters for the exp, it's simply to low compared to the clear bonus. And the chests, it's just a potion or ether, hardly worth anything.
Now take a piece of content that is random and kinda branching, the two deep dungeons. Most of the times I play this, I get a group that just tunnels for a quick floor clear to beat the boss and get the exp. Not bothering to go for any chest or horde loot. This creates a divided interest in the run.
And for CC, there's really no use for them the way this game works. It's the most efficient to pull wall to wall and AoE down the enemies, especially now that physical jobs don't have TP drain problems any more. And I think the dev team has decided to just go with the flow now. Compare old dungeons with new ones. In the new dungeons you often have 2 pulls before the boss, each pull having 2-3 groups of enemies for the party to AoE down. Old dungeons had a lot more monsters spread out before each boss.
oh look it's this topic AGAIN.
NO ONE WANTS THIS.
Outside of Leg Sweep and similar stunning abilities, I didn't even know this game ever had CC.
I hated it in ESO, but that's because that game had a high mentality of making all of the gameplay mechanics able to be used against you, by mobs. Being unable to move where I could otherwise react is one of the most frustrating things ever.
Well clearly somebody wants this. I highly doubt this topic posted itself all on its own. Again.
Last edited by DumdogsWorld; 10-29-2019 at 05:42 AM.
While I understand how the OP feels, another poster put it perfectly in that "You're asking everyone to stop and smell the roses and enjoy exploring". It won't happen. The Devs can 'force' it by placing a wall after every pack of monsters and requiring switches and stuff... but it's counter to the "DPS Centric" culture they've created. Every job can deal substantial damage, and in end-game content, are required to do so in order to beat DPS checks and enrage timers. This sets a tone of "More, faster, better" and in turn is reflected in how people run dungeons. If the Dev team developed intense fights without requiring "DPS more or you'll have to endure more mechanics/die" you might get your wish. But that's a fundamental change in the games design philosophy at this point.
And their current formula works. The game is more popular than ever. It's what people seem to enjoy. So *shrug*.
Quick, everybody into the Batmobile!
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