Results 1 to 10 of 124

Hybrid View

  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,811
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    1) Shadowbringers dungeons introduced interruptable casts to a lot of mobs which make big pulls a lot harder to heal if the tank doesn't identify the right enemy from the crowd and interrupt it. There is one situation in The Twinning where two adds can be interrupted so your only option is to interrupt one and stun the other. This makes it a lot easier to heal, especially when it released and people were not as well geared. Both as a tank and a healer in that dungeon I can say that pull can be tricky and wipe sometimes. So saying there are not mobs you could prioritize quickly is not true. The dungeons are linear because everyone just picks the most efficient path like they do in Sastasha and Haukke.

    2) Raids turned into arenas because going through a dungeon every time you run out of time or want to repair gear is annoying. Trash was removed from the hard versions in Heavensward because they know that serious raiders are not going to have trouble with trash, so why waste their time?

    3) Harder versions of dungeons without telegraphs I wouldn't mind just for fun. I don't know if there is a point to harder savage raid scaling, because you could just do it minimum item level or scale your gear below the minimum item level to achieve the same result. A title may be nice for that but it would be just as easy to boast about it in other ways like your search info.

    4) I don't agree about gear stats only being a slight improvement. As you said yourself fights are tuned to the minimum item level. Just a 5 item level increase to each party member makes a massive difference to DPS checks and survivability so the gear upgrades are very impactful.

    Materia melds prioritize crit not because they need to but because in an MMO everyone maths out what is best. Some people do prioritize tenacity and I even prioritize skill speed. The fact you think you have to prioritize crit when you don't proves my point that the community maths out the best no matter how many "options" the developers create for you.

    Set bonuses happened with Grand Company gear and I don't see the point in it personally.

    Interesting things get done in Bozja because Yoshi-P doesn't want to change the formula outside of it but wants to create places where those rules can be broken. Perhaps the success of Eureka and Bozja will give them confidence to do these things outside of it but you may have to settle for getting this excitement from content like Bozja itself.
    (7)

  2. #2
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jeeqbit View Post
    1) Shadowbringers dungeons introduced interruptable casts to a lot of mobs which make big pulls a lot harder
    No, it didn't. These have always been in the game, they were just harder to notice before, and far harder to notice in the current state of the game due to being overgeared/leveled/potencied.

    In the very first dungeon in the game, Sastasha, there is an Orobon monster inbetween the clams/crabs/firelights. It buffs monster attack unless stunned repeatedly and killed. However, the effect is so low, and not many newbies are mega pulling, that it isn't a real threat. It's still there, though.

    In Copperbell Mines the first boss has a tank cooldown which can be interrupted. Again, it's not much of a boss, especially these days, but it's there.

    Skipping a lot of the early dungeons, because the same stuff that applied to the Orobon in Sastasha will apply in a lot of cases.

    Pharos Sirius has several problem monsters that used to need interrupts, and are still problematic if they don't get them/don't die fast. The Elbsts in the first waterway will eventually splash everyone with vulnerability up that is unavoidable unless they are killed quickly/stunned repeatedly.
    The Zombie Barbers will heal monsters in the pull unless killed quickly/stunned repeatedly.
    The Corrupted Sprites cast Banishga III. It's an AOE spell that deals upwards of 3000~3500 damage to your whole party unless it's interrupted. It's not much when you're rocking 6k+ HP on everyone, but when the dungeon was new, HP levels ranged from 3~4.5k for DPS/Heals and 5~8k for tanks(Thanks Defiance). Letting that spell go off was often a death sentence for somebody.
    The Bhoots cast Paralyze III, AOE paralysis that's quite potent.
    The Flans cast Divide or whatever, that spawns more flans onto the pull, intermingled at the same time with Corrupted Sprites.

    This was the apex dungeon of 2.1, and it drew so many complaints from the playerbase, because it also had hard bosses that also had interruptible/stunnable skills, that they nerfed it into the ground.

    But even disregarding it, I could go on forever into detail about every dungeon and the "problem" monsters in each pull. It's just more noticeable in Shadowbringers, for you, for some reason.
    (7)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore