

kind of like the squadron a bit better. It requires timealot of time to get squadron functional. Once you do get them to cap on the tactics part, they pretty much out performed trusts. Personally I would like them to finish up squadrons to 70 to fill in the 60-70 gap and move on to Trusts afterwards



To be quite honest, I completely forgot they existed until you brought them up just now.
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I get that they want to keep them nerfed compared to an actual player because this is an mmo, but I can't help but cringe every time I see them stop casting, run to a safe spot and then wait for 2-3 GCDs before they start doing anything again or never use a single aoe ability.
I guess it just annoys me slightly since my instincts tell me that they're wasting uptime for no reason, I could care less about their low dps.
Last edited by Absurdity; 12-27-2020 at 11:22 PM.
Because there are times where trusts are more preferable than running with players. Example - when you want to progress with the MSQ or level up but it's the dead of night (because that's when you have free time for that week for whatever reason), the DPS queue is most likely not going to pop for high end dungeons as majority of the players are asleep, so you will be sitting in the queue for 30 mins to an hour. Even tank and healer queues will take a while if it's a high level dungeon because there aren't many players on and those who are aren't all running specific higher level dungeons. At that point, a trust is more preferable even if it's slower.
Trusts do help for players who never experienced the dungeon before to learn the mechanics on their own - because the trust party members will generally do mechanics first and then DPS/heal after. It's also a good way to learn and play at your own pace compared to DF. While this is an MMORPG, I am glad there are alternatives if people don't want to play with others for whatever reason and glad that while solo alternatives like trust would work, they aren't the most efficient because the devs want you to play with people to keep the game feel like an mmorpg.
Last edited by AnotherPerson; 12-27-2020 at 10:20 PM.
TBH I wish they would be revamped to be repurposed as Trusts through the leveling MSQ 4 man dungeons pre ShB. The social interaction there in 4 mans are nearly zero anyway, plus it would probably make sprouts more willing to try out and train in harder roles like tanking or healing.
I completely agree. Plus after a while it's pretty much clear that running with actual players, even a party that is not performing at its fullest, is much faster than running with NPCs. If not clearer enough for new players, they could just blatantly put out a disclaimer somewhere.Because there are times where trusts are more preferable than running with players. Example - when you want to progress with the MSQ or level up but it's the dead of night (because that's when you have free time for that week for whatever reason), the DPS queue is most likely not going to pop for high end dungeons as majority of the players are asleep, so you will be sitting in the queue for 30 mins to an hour. Even tank and healer queues will take a while if it's a high level dungeon because there aren't many players on and those who are aren't all running specific higher level dungeons. At that point, a trust is more preferable even if it's slower.
Trusts do help for players who never experienced the dungeon before to learn the mechanics on their own - because the trust party members will generally do mechanics first and then DPS/heal after. It's also a good way to learn and play at your own pace compared to DF. While this is an MMORPG, I am glad there are alternatives if people don't want to play with others for whatever reason and glad that while solo alternatives like trust would work, they aren't the most efficient because the devs want you to play with people to keep the game feel like an mmorpg.
The learning aspect of Trusts is actually the biggest boon there, since it saves frustration when interacting with other people months after the expansion launch, when they sort of expect people to know by heart the encounters. The only flaw with the Trusts system right now is that it takes too long to level them because you have to repeat the cycle if you want all the roles at 80. They should at least gain xp together.
Last edited by Raikai; 12-27-2020 at 11:00 PM.




Or the times you're running as a tank, getting smashed and the healer is standing around not doing a damn thing, then queues up a dps spell, when I have 30% hp and dropping. I have zero issues with that with normal playes who can OGCD me to 100% with an ability or two, but neither Alphinaud or Urianger have OGCD heal spells. Everything they do is casted. And they're constantly moving interrupting their own casts.I get that they want to keep them nerfed compared to an actual player because this is an mmo, but I can't help but cringe every time I see them stop casting, run to a safe spot and then wait for 2-3 GCDs before they start doing anything again or never use a single aoe ability.
I guess it just annoys me slightly since my instincts tell me that they're wasting uptime for no reason, I could care less about their low dps.
Alphi, I do twice your dps AS A TANK. Just keep me healed and we'll get through this.
Hell, as a tank, I ALWAYS did more dps than the dps as well. That's just embarassing. That shows how weak they really are.
Alphinaud has gotten me killed so man damn times.
Last edited by Deceptus; 12-28-2020 at 12:36 AM.
I cant help but feel leveleling all of em on their own was a mistake, they should just level together - theres no reason to have 2 heals or level a tank if youre one yourself...
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