That seems more like the mobs entered his aggro range so he went to get them.He can. I even saved a clip of it from the first time I saw it happen.
https://twitter.com/Eusis_Landale/st...12505754390529
You can, kind of due to the crappy twitter quality, see him pop off provoke before any of that second group turns red. So while it's possible that it's just because they got too close and aggroed him, it wasn't due to them being pulled first. Whatever's going on with his programming, it made him make an extra pull.
The other place I've seen it makes me wonder a bit more though. It's the last floor in Zot, he'll go running for the Roaders as they get to the closer end of their path if he's kind of near there which is in line with your "his aggro range is bigger than theirs" idea. But then he proceeds to keep going until he's pulled the second actual group.
Last edited by EusisLandale; 01-23-2022 at 02:45 PM.
I can certainly see why this would be attractive to some. make the game more solo friendly so you dont have to interact with other real people.
but sure, why not flesh it out a bit. might cut down on some people entering the roulettes
When it comes to time spent in dungeon, they're quite inefficient. Praetorium is great because you spend the majority of it in cutscenes, doing something else. Even with relatively long queues, you can at least do something else meanwhile there as well, and the runs on average go twice as fast as the Trust (in my experience). You can do this with your Trust, granted, by pulling a pack and letting them 3-man it (assuming you're a dps), but then that greatly increases the duration of the run.They're actually not that inefficient. Trusts take about 30 minutes to complete a dungeon. 81+ Dungeons give a little bit under half a level. Praetorium is about a level for an hour or so, so they're about equal to that which a ton of people do. Unless you can get instant queues into the dungeons, they're actually a decent way to level.
Merely implied I don't think it's something people utilize enough to warrant the amount of time it would take to implement it. I might be entirely mistaken, and I might not be.
Ah yes, this is exactly why I play the game: to not play it....
I know a lot of people in my in-game social circle who prefer to level through all their DPS with trusts because it's about equal in time to an actual player-filled dungeon run if you factor in queue times. I level things I'm not confident in through trusts to stop from dragging down others. Guaranteed loot like minions and orchestrions when they do drop is also a nice bonus. Others just do it to get the special title from leveling them all to cap, and that's nice too. Giving trusts more flex roles gives players more flexibility when it comes to getting them capped out.
me personally i vastly prefer trusts while levelling dps since it's less time waiting and i still get a decent chunk of xp
While you are technically correct that you are playing more, it does leave you with AI allies that are programmed to make next to no mistakes (for good reason) except during the trial where they are available, while being woefully slow. If purely playing the game for the sake of pressing your class's buttons while leveling (in lieu of efficiency and the core MMORPG element of playing with actual people) is the goal, then sure, going in with the Trust will generally give you more of that. But then again, you could just go grind out FATEs at that rate, another system in the game that has felt woefully abandoned design-wise.
That's fair, but why do you care about whether Thancred is slapping the enemy with a gunblade or stabbing them with daggers with different dialogue lines and ability animations, then? I can understand the flexibility argument for the sake of the title, but I think you'll find other 1% groups in the game who feel a lot more ignored than this one.I know a lot of people in my in-game social circle who prefer to level through all their DPS with trusts because it's about equal in time to an actual player-filled dungeon run if you factor in queue times. I level things I'm not confident in through trusts to stop from dragging down others. Guaranteed loot like minions and orchestrions when they do drop is also a nice bonus. Others just do it to get the special title from leveling them all to cap, and that's nice too. Giving trusts more flex roles gives players more flexibility when it comes to getting them capped out.
Lmao, how's it a waste? Because you don't do it?Sounds like a lot of development time spent on something that I think the majority of the playerbase doesn't touch after doing it the one time during MSQ where they scale with the dungeon. While the Squadron was a very efficient way of leveling and thus actually utilized, the Trust is.. not efficient to say the least.
I actually use trusts for tanks, EVEN healing. If you take in account the 20 mins DPS wait timers, it's actually
faster to do the dungeons with trusts than to wait 20+ mins for people. Trusts are one of the best things
they added to this game. What they need to do it expand Trusts/Squadrons/Retainers level with you in all the dungeons.
Outside of Experts, 15 minute runs aren't really all that common in my experience. Closer to 20. That gives you about 10 minutes of Fate time, which is maybe 10-15% of a level if the area is active. If not considerably less.
So, sure, you could get 20-30% more EXP an hour. But everything needs to be absolutely perfect. You need a bunch of people doing Fates at the same time as you, you need a half decent group when your queue pops, you need the queue to take 10 minutes maximum.
Or you could just go with Trusts. It's not optimal, but that's not what you were arguing. You spoke only of efficiency and Trusts are quite so. Nearly one level every hour, without subjecting you to the whims and competency of other players.
Running with trusts gives a great benefit in that you can practice out your combat rotation in living content that you'll continue to encounter via roulettes in the future, and feature mechanics you'll see in other instanced battle content later. FATEs are zergfests half the time and most people ditch those after they've gotten to cap or reached their gem goals. They're even more boring and repetitive than leveling dungeons and I say that as someone who's been grinding those out alongside trusts as part of my leveling experience. You can say that the core part of this game is playing with other people but considering most of the other people experience is finding randos in DF you'll never speak to again...
You see from this thread alone how many people are vouching for trusts, and that's just a fragment of the playerbase. Imagine how many people who aren't signed up on the forums use them. Just because there's a plethora of ignored content in this game that's in need of attention doesn't mean that this couldn't use improvements, and most things I can think of that need fixing aren't even battle content anyway so another part of the team would likely be tasked with fixing it up anyway. I also really don't care what the NPCs are slapping mobs with as long as they're doing their jobs; we just need a better balance between roles in trusts to ease the experience for those of us who multitask capping their levels alongside our own.
Last edited by Illy_Peridot; 01-23-2022 at 07:19 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.