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  1. #21
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by kpxmanifesto View Post
    That's not quite what I was pointing out with that comment. I don't believe the level sync is an issue.
    You're right.
    I was just awkwardly trying to say what the poster after me said better lol.
    (2)

  2. #22
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    you dont even need healers for most dungeon bosses
    ive had healers die very early on some boss fights and manage to not die and keep DPS alive
    (1)

  3. #23
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    To answer the question behind your question, yes dungeons are too easy. I vividly recall tanking Swallows Compass on Red Mage back in the day once because the tank disconnected and we didn't wanna kick them. Sometimes dungeons just don't hit hard enough to mandate tanks or healers.

    The question that follows is "why are they too easy?" To which the answer is "accessibility" and "poor power syncing." Dungeons at base are meant to be cleared by anybody with a pulse, because first and foremost they want people to experience the story. This exacerbates the latter problem, poor syncing. In Skalla, you're iLv synced to that raid tier's top gear level--essentially you're running around as a near-BiS party in a dungeon specced to handle people with gear as low as the previous raid tier's bargain bin gear. Things will fall over hard and fast, and outside of mechanics, will prickle at best.

    What's the solution? Good question, nobody can really agree. I think tighter restrictions on iLv sync (and not nulling materia on sync but rather syncing it down to lv appropriate variants) would help a bit at least though.
    (4)

  4. #24
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Well, the damage scaling down when 6.0 drops will likely alleviate the issue of synced content to an extent.
    (0)

  5. #25
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,167
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kalaam View Post
    Well, the damage scaling down when 6.0 drops will likely alleviate the issue of synced content to an extent.
    They've stated that syncked content should feel the same after the squish as it does now. Unsyncked content will be more difficult.
    (3)
    Error 3102 Club, Order of the 52nd Hour

  6. #26
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by kpxmanifesto View Post
    Is soloing multiplayer content in an MMORPG desirable though?
    Yes, being able to solo or part-solo bosses as tank in a MMO if you really know your class well is indeed desirable.

    Tanks are generally seen as higher responsibility and less players use them in group content. Having a tank that feels like a juggernaut and can do amazing things if you master it, makes that role more desirable and gives more reason to play it a lot and learn it. You need some of those "glory moments" to live for in MMO's anyway. In the majority of cases, the average tank will just die so it doesn't really throw the overall balance out too much. If you feel it's "unfair", there's nothing stopping you rolling a tank.

    The main issue is more that level cap dungeons (60/70/80) are way too easy and under-tuned. If anything, tanks could be a little more OP, have more depth to their rotation and the easier content could hit harder. A game where everyone is balanced to uselessness outside of anything that's strictly within the basics of their role and what they "should" do, feels dull to play and lacks moments of excitement or innovation.
    (10)

  7. #27
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by kpxmanifesto View Post
    True. After the healer died, the other DPS and I eventually died from unavoidable damage, but the tank never fell below 60%. He was never in danger at all from dying. I just never seen anything like that before in an MMO where tanks can solo stuff like that.
    This has been happening with Tanks that rely on Regen, Self Heal, Shield* and Life Steal effects for survival as long as the RPG genre has existed (it became more noticeable with MMOs). As long as the average incoming damage is equal to or lower than a character's recovery capabilities the character would be immortal, but once the average incoming damage begins to exceed recovery the character starts dying and just dies quicker and quicker as incoming damage increases.

    This was pretty noticeable early on in CoX with Regen builds as compared to Mitigation builds and it was also the reason for the changes to Warrior in 2.1.

    *The status effect that absorbs damage until it breaks like TBN rather than the piece of equipment that reduces damage by blocking attacks.
    (1)

  8. #28
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Tanks soloing retired content is as old as the genre itself. Forget dungeon content. I remember seeing Death Knights go back to solo classic raids during WotLK, and I'm sure that there are examples out there which are even older. Survival is a core theme in tanking. These little unexpected achievements, like solo runs and 8-tank runs, are how you capture players' interest and make them want to actually try out tanks. If this is news to you, this is probably your first MMO.

    The real problem, in actuality, is that DPS jobs like RDM often end up being even better choices for solo content (like PoTD/HoH) than the tanks themselves. That's just a reflection of how far the power balance is skewed in this game. You're trading off a marginal loss in survivability for a massive damage dealing advantage. There are no glass cannons here.

    I would love to see this game let the squishies actually be squishy again, but the devs are much too afraid that some slow tanks are going to ruin their paying customers' day by not picking adds up efficiently enough. It's not just tanks. If it's not a tankbuster, it's not a threat.
    (1)

  9. #29
    Player
    JisKing98's Avatar
    Join Date
    Nov 2015
    Location
    Ul-Dah
    Posts
    353
    Character
    Yasuo Theunforgiven
    World
    Faerie
    Main Class
    Ninja Lv 80
    Naw its really a matter of skill with the job. Ive witnessed a WAR solo red comet from 65% in bozjha even after everyone died. dude barely moved to avoid the aoe attacks.
    (1)

  10. #30
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Skill is a part of soloing group content, but the main issue is due to make content "accesible" to most people plus bad sync system, makes people with decent skill and gear steamroll most of the content. And it becomes more and more glaring the more geared and skilled you become.

    Lv 50 dungeons on release were NASTY (Andapor Keep and Pharos Sirious mainly imo), now if they appear on roulette are a joke due to scaling
    (2)

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