Again, incorporate or encourage this process of learning into the solo duties through the creative use of mechanics or systems that help to encourage the process of learning. It should be something that has no bearing on other people, especially if it is something that seemingly does potentially punish other players.
If we want to look into a direction that involves encouraging learning, whilst still incorporating them into the dungeon then a bonus exp/tome checkpoints could be included to help encourage this. E.g. you hit the goal of doing x, y, or z then you get a checkmark that provides bonus exp or tomestones. This could be anything from the execution of an ability a certain amount of time, or a limitation therein. Then you have the point of expanding that effort from a personal perspective without necessarily involving mechanics that seemingly punish players for bad play, but rather rewarding people for good play.
My issue with the suggested list is it wasn't rewarding players for good play, you were effectively punishing them within the duty itself for not performing up to a baseline.
I'm all for a new context that encourages different behavior, but forcing this process, or punishing for not meeting this behavior baseline won't sit well with players. EXP multipliers to individual bosses for correct, proper, or efficient execution of mechanics, be it fight or job mechanics would be a great way to start.
I don't want to have to worry about that healer or tank potentially killing themselves or the tank, just because someone decided that adding a stacking mechanic to GCD heals was a great way to try and force players into something. Especially when more often than not more damage on the bosses will translate to faster kills, which means the boss does fewer mechanics and overall a smaller window for mistakes. So this rides as much on the DPS playing their job correctly in addition to the tank, yet someone wanted to propose the bizarre idea for potentially punishing the healer for trying to compensate?
Oh, I fully love this idea of bonuses! Incentives are way better than punishing players, though I think there'll still be some potential for elitism and toxicity. But I think the benefits outweight the costs.
They're literally just a matter of "glass half empty/full". If there's a bonus that you were unable to get but expected to be able to receive, you were "punished". If you didn't get punished when such was your expectations, you were "rewarded".
Plenty of MMOs have done like...optional bonus objectives, speed bonuses, etc. Or like optional bonus bosses that may have some extra mechanic or something. I think the benefits are good.
I still don't like them much. I can do them easy enough at this point, but they're stressful and not fun, especially at lower and mid levels where big pulls tend to wipe parties in dungeons where the packs hit like trucks (and/or are weirdly spaced) and it's hard for healers to keep up when on the run. The later game shifted towards easier big pulls and those are fine, but still annoying to me lol
See ARR dungeon pathing controversy.
See the prior pages in this very thread.speed bonuses
See dungeon pathing controversy in general. Perhaps if roulette rewards were removed, thus taking away the incentive to almost always skip these optional bosses, this could work, but this kind of thing has long been tried and, at least among other daily/weekly/once-per-run bonus systems, has almost never been a success.Or like optional bonus bosses that may have some extra mechanic or something.
Since the relative nerfs to healer and tank single-target damage (removal of CS, Sword Oath, etc.), literally every dungeon I did while leveling my alt, if at least one DPS had an AoE, the tank full-pulled. All but one was a Sprout, as were most of those I was running with. Yes, that goes as low as Tam-tara.
I love watching tanks try to big-pull stone vigil, then the inevitable wipe and the tank sheepishly pulling smaller after that.Since the relative nerfs to healer and tank single-target damage (removal of CS, Sword Oath, etc.), literally every dungeon I did while leveling my alt, if at least one DPS had an AoE, the tank full-pulled. All but one was a Sprout, as were most of those I was running with. Yes, that goes as low as Tam-tara.
Yeah that's about the first to really force some splits. For that one, the other Bard and I just slowed the first pack and had them down by the time he arrived at the third pack (in the room past the hallway), and then he did the last two packs separately before the boss. The pulls were about the same size as the gate-to-gate stuff; it just lacked gates to force the pull size limits.
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