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  1. #11
    Player
    Malmstrom's Avatar
    Join Date
    Nov 2015
    Posts
    375
    Character
    Furious Dream
    World
    Zalera
    Main Class
    Gunbreaker Lv 90
    CC? No thanks, I sheeped enough moons to last me a lifetime.
    (4)

  2. #12
    Player
    Alucard135's Avatar
    Join Date
    Mar 2017
    Posts
    1,222
    Character
    Diaval Alucard
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nora_of_Mira View Post
    *Eureka has entered the chatroom*
    We need Eureka 2.0.
    (7)

  3. #13
    Player
    Alynn's Avatar
    Join Date
    Sep 2016
    Posts
    186
    Character
    Alynn Kertia
    World
    Spriggan
    Main Class
    Astrologian Lv 99
    Imagine needing to use CC when people complained about the difficulty of The Burn.
    (4)

  4. #14
    Player
    Tsalmaveth's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    208
    Character
    Verdandir Sadi
    World
    Balmung
    Main Class
    Scholar Lv 90
    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.
    (8)
    Last edited by Tsalmaveth; 10-29-2019 at 05:08 AM.

  5. #15
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    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.
    (4)

  6. #16
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,483
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    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.
    (7)

    http://king.canadane.com

  7. #17
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    477
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    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.
    (2)

  8. #18
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    oh look it's this topic AGAIN.

    NO ONE WANTS THIS.
    (12)

  9. #19
    Player
    DumdogsWorld's Avatar
    Join Date
    Mar 2018
    Posts
    636
    Character
    W'kohrahx Tia
    World
    Balmung
    Main Class
    Dragoon Lv 80
    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.

    Quote Originally Posted by DrWho2010 View Post
    oh look it's this topic AGAIN.

    NO ONE WANTS THIS.
    Well clearly somebody wants this. I highly doubt this topic posted itself all on its own. Again.
    (10)
    Last edited by DumdogsWorld; 10-29-2019 at 05:42 AM.

  10. #20
    Player
    Coltvoyance's Avatar
    Join Date
    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    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*.
    (11)
    Quick, everybody into the Batmobile!

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