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  1. #1
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Vrankyl View Post
    snip
    I think the tired Aurgment of “wasting time” is a sinkhole they never ends. Why do healer use Mana its wasting time, why do stack markers exist? It’s wasting time ect ect. Let’s name some fantastic examples of what I desire. Final boss on Baelsars wall, DPS can’t mindlessly just burn down the boss they need to prioritize targets for the adds and the collar, tanks have a aggressive tank buster to seek out and healers have a barrage of aoes to heal thru, it’s the perfect combination and it’s non threatening.

    Longstep Room #3 it’s a giant area with lots of mobs so the tank needs to navigate them so the healer doesn’t exhaust its mana, and dps need to pile on or else they risk attracting unwanted attention. Organic blend of all 3 roles

    Wanderers palace dps checks, the giant tomberry will murder the party if your not pushing the mobs fast enough which requires dps prowess and tanks ability to mitigate.

    Aurum Vale overall, hazardous room! Roaming mobs! open spaces! Dots that need to be cleansed on your own. Positioning for bad breathe and prioritizing for the mob spawns. If this were a 80s dungeon it would blow all the SHB dungeons away.

    If your overly cynical about new or in this case “recycled” ideas and labeling it wasting your time for the effort involved....


    Why are you playing a video game and what is justified as “worthy of your time” if that’s wasting your time I’d imagine your feelings to how undertuned and unthreatening the mobs are in dungeons are the same but I can feel opposition which makes no sense
    (2)

  2. #2
    Player
    Vrankyl's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    571
    Character
    Tsenno Se'senovoto
    World
    Mateus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jirah View Post
    snip
    It does end though, there needs to be balance. Anything that makes the DPS feel good for blowing through is going to reduce the stress on the tanks or healers, by increasing that difficulty you are going to make it feel like the DPS aren't doing anything. There's only so much you can do with trash mobs. The final boss of Baelsar's Wall is a good show of mechanics that need to be done and can't be ignored, and we have had those too in ShB. All the final bosses of ShB dungeons have mechanics you have to watch for and do to ensure success or you /will/ wipe. Lunar Bahamut is on par with that boss. The main issue here, which I already admitted, is that these dungeons tend to be balanced around an ilvl that is lower than what most already have so we go into it over gearing it. If that is fixed than there should be no problem.

    As for the add changes you mentioned. Everyone avoided Aurum Vale like the plague during ARR, trying to find a tank willing to do that place was a nightmare. And the Wanderer's Palace Tonberry thing was reduced to a minor annoyance at best by someone discovering the optimal route and everyone following it. If you didn't follow it, then you were generally kicked. This is the problems with doing stuff that isn't related to bosses. Unless it is done for ALL the dungeons in a similar way it will be avoided or shortened within a week by the player base. At which point... why should the devs bother if it isn't going to do what is being asked for?
    (4)