




Personally, I learned all of the ARR trials while they were still somewhat current. With HW, I'd say they were half and half. Learned some of them the hard way, and I learned some of them when we could unsync them as fresh lvl 70s. Still had to do most of the mechanics. The fights were just shortened ever so slightly. I only know a couple of the Stormblood trials (Susano, Lakshmi and Rathalos), and I have honestly only done one Extreme during Shadowbringers, that being Memoria Misera. The stress of trying to clear that one turned me off to the rest, to be honest. I'll probably try to clear the Weapon trials in the next few months though, then dive into the rest come Endwalker, similar to how I handled some of the HW trials in the past. Slightly less painful, but still educational.
Last edited by Vahlnir; 06-22-2021 at 04:15 PM.
the ARR ones can be brute forced for the most part most have like 1-2 things that need to be explained back in ARR they were done in the DF all the time due to no cross world pf and many jobs are pretty OP at 50 now.
JP regularly clears content thru DF all the way up to and including Savage. they post a macro that everyone follows and they clear it. probably why EX's are included in mentor roulette.
I'm pretty sure you got the mentor roulette mixed up with the regular ones.DR:Mentor is the "Game, put me where you need me," button. It's an "I don't need anything specific myself, so let's see what other people are running," button. It's even a button I'm willing to press ten or more times a day for no reward, as the achievement tracker stopped counting my runs years ago.
But it's not an "I'm willing to commit myself to 45 minutes of Praetorium cutscenes" button (there is DR:MainScenario for that) and it's not an "I'm willing to explain the mechanics for an entire extreme trial from the point of view of each of the four roles so that people who don't know how to extreme can complete a trial within the hour" button. It's ludicrous to think anyone should be compelled to stay for either of those things, nor should they be held hostage for the fifteen minute lock on Vote Abandon. If they want to leave and eat the 30 minute general duty penalty, let them.





My answer stands.
Castrum and Praetorium should not be in DR:Mentor, as there are plenty of people running those through DR:MainScenario for rewards that DR:Mentor doesn't even come close to providing. In this regard, the implementation is clearly wrong.
As for extreme trials, the only arguable justification for putting extreme trials in DR:Mentor is so the new people can be told what an extreme trial is so that they stop queuing unprepared. It's still not a mentor's responsibility to know the entire fight choreography from four role perspectives so that they can fix people's mistakes, nevermind that there's always one or two people who refuse to listen to any feedback anyway.
regardless as to the reason Castrum/Prae/EX's are in Mentor roulette it's simply "hey! spots open here! need people to fill!"



Until we can queue up for several roulettes at the same time, no
And regardless, people are free to pick and choose what they will run or not, and if they want to leave, they get a penalty, it's true for every single roulette, MR inculded.
Last edited by ZedxKayn; 06-22-2021 at 05:06 PM.
im baby



Actual answer: because the devs design this stuff with the JP community mindset in mind where people only sign up for harder DF content when they're actually ready to clear and use PF to get experience on the content, because they're much more team based and don't want to burden 7 randoms with them not knowing things.
Contrast NA where its the opposite. Due to the fact they're randoms, people often have little desire to stay in things they perceive will be a waste of time, or sign up for things and join parties they clearly aren't ready for in the hopes of being carried. It's seen time & again in systems they develop that work well in the JP community but fall completely apart in the NA community (the CLL pre-buffs fiasco in Southern Front was but the most recent of a long string of hilarious community disparities).
And that's the simple reality of mentor roulette. before I stopped queueing, I went 0-20 for the ARR & HW trials I got in it and wasted close to 20 hours of my life for zero gain. Compared to literally any other content in the roulette (guildhests, dungeons, non-ex trials), EX trials have an insanely high rate of failure, and require 5000% more effort for the same reward than if I just got 'Under the Armor' which takes literally a minute to finish. Change the roulette so that clearing an EX trial dings 50 points towards achievement rewards for the roulette, and running out the clock gives 25 points + also gives the daily bonus and maybe you'll see mentors staying if they known their time is being compensated regardless of the outcome.
Last edited by Daeriion_Aeradiir; 06-22-2021 at 05:25 PM.



My answer stands.
Castrum and Praetorium should not be in DR:Mentor, as there are plenty of people running those through DR:MainScenario for rewards that DR:Mentor doesn't even come close to providing. In this regard, the implementation is clearly wrong.
As for extreme trials, the only arguable justification for putting extreme trials in DR:Mentor is so the new people can be told what an extreme trial is so that they stop queuing unprepared. It's still not a mentor's responsibility to know the entire fight choreography from four role perspectives so that they can fix people's mistakes.
Your answer then being you have an idea of why they did that but you think it was a bad idea.
Again, I'd like to say that I'm not asking what you think it should be, or what you use it for or implying that you're WRONG (morally) for doing it the way you are. I'm well aware of those answers already.
I'm asking this question because the arguments here seem to be from the point of view that the mentor queue is a reward for mentors. Something they can use to get extra rewards (or a mount).
I think many people mistake the roulettes as some sort of resource for rewards that should be optimizable and without undue "cost" when I'm reasonably sure they are a system that rewards taking responsibility upon ones self to tolerate and assist instanced content one would otherwise not do, assisting lowbies and other players working through old content. "Expert" being the one exception since it seems to be a resource for people with little time to invest to pocket extra tomes per run and not have to PF the current endgame dungeon multiple times everyday.
Having a "punishment" that discourages cherrypicking reinforces that idea.
Now whether those punishments work or not is another argument entirely.
So is someone asking for reinforcement of the actual purpose of the mentor roulette all that outrageous?
Honestly I think people abuse the crap out of the whole mentor system and it should be abolished for something with little to no "rewards" so that actual people who want to help can connect with people who need it.
An interesting idea and worth separating into it's own thread for a modification to mentor avenues.. but I don't know if the game actually supports reward upon time expiration.Change the roulette so that clearing an EX trial dings 50 points towards achievement rewards for the roulette, and running out the clock gives 25 points + also gives the daily bonus and maybe you'll see mentors staying if they known their time is being compensated regardless of the outcome.
Last edited by Krotoan; 06-22-2021 at 05:27 PM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


