Page 29 of 31 FirstFirst ... 19 27 28 29 30 31 LastLast
Results 281 to 290 of 303
  1. #281
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deceptus View Post
    2 pack pulls have been standard since Stormblood (maybe even Heavensward). It's funny mention Holmister because it's literally 2 pack pulls. Mt. Gulg is an aberration when it comes to that rule which is funny because that's one of the more fun pulls.
    Standard, yes. However, I could go through every single dungeon, from ARR to ShB, and I bet you 50-60% of all the dungeons will have instances of pulling more than two packs, even if it was two packs and a roamer. There is only 1 instance(two pack plus roamer twice before 3rd boss of the lvl81 dungeon) that I can think of for all the dungeons we have gotten so far in EW. Even starting from Stormblood, you had a wall to wall between the 1st and 2nd boss of Shisui, the large pulls in the beginning of Bardams Mettle, two giant packs that could be done after 2nd boss of Castrum Abania(including this cause the packs were like 10 mobs each), a massive wall to wall from the first and second boss in Ala Mhigo, and a wall to wall from 2nd to 3rd boss of Kugane.

    The fact that we went from so many examples down to one that barely counts just further proves my theory in my opinion. Even if they wanted to eliminate them from the leveling dungeons to help combat the "veteran vs newbie"/"hardcore vs casual" conflicts when it comes to big pulls(we still see people asking for single pack pulls even today with how strong tanks and healers are), I would be ok it that IF they made it up in the lvl90 dungeons. Instead, we got no challenging pulls, no wall to walls, and some of the most boring boss fights outside of the bosses in the lvl90 story dungeon that even have a chance at wiping your group, I literally have to force myself to stay awake for the other two dungeons.
    (2)

  2. #282
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Venks View Post
    Wait has a Gunbreaker solo cleared P1N? I can only find Aka Ada’s WAR clear and my PLD clear. Who is this Gunbreaker? Is there a vid?
    It was a vod, but when I went back to watch it, it says it no longer exists.

    https://www.reddit.com/r/ffxiv/comme..._first_circle/

    It was a lot of 1-2 Brutal Shell spam for the healing.
    (0)

  3. #283
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Deceptus View Post
    Yoshi-P flat out said in a live letter we will never go back to the more complicated healing DPS style of Heavensward.
    This does not mean improvements can't be made. Sure, it may never go back to what it was, but that doesn't mean healers are eternally condemned to tedium. But even if they truly are left this way, why drag other roles down too? Tank players didn't somehow convince SE to make healing boring.
    (4)

  4. #284
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Ixon View Post
    The fact that we went from so many examples down to one that barely counts just further proves my theory in my opinion. .
    Respectfully, your opinion is wrong.

    In ARR Wall to Wall pulling entailed pulling everything to the boss room then having a BLM use Sleep on them, a WHM Holy Stun, or have a tank just barely sitting inside the boss arena and someone pulling a boss to the tank.

    Then after the initial 15s, the boss room wall went up, and the mobs would reset, kill boss repeat.

    That is why the Devs put up artificial barriers. So we'd actually have to kill the mobs. They just chose 2 packs, maybe for reasons you said, maybe not.
    (5)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  5. #285
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deceptus View Post
    Respectfully, your opinion is wrong.

    In ARR Wall to Wall pulling entailed pulling everything to the boss room then having a BLM use Sleep on them, a WHM Holy Stun, or have a tank just barely sitting inside the boss arena and someone pulling a boss to the tank.

    Then after the initial 15s, the boss room wall went up, and the mobs would reset, kill boss repeat.

    That is why the Devs put up artificial barriers. So we'd actually have to kill the mobs. They just chose 2 packs, maybe for reasons you said, maybe not.
    I'm not sure how a fact can be wrong. It's not "my opinion" when there are significantly more instances in more dungeons pre-Endwalker where you have the ability to pull more than just two packs of mobs. That's just a fact. My initial and current argument has nothing to do with JUST wall to walls or from start to boss. My argument is that there was absolutely zero challenge in the 8 dungeons we have gotten so far in EW, to include but not limited to, having the ability to pull more than the standard two packs of mobs. The fact that people can easily mention certain pulls from some dungeons in any expansion that they had deemed more difficult than standard, or at the very least "wipeable", while not being able to mention a single instance outside of MAYBE the pulls after the 2nd boss of the lvl81 dungeon, goes do show an intentional direction of making the dungeons easier and more acceptable to more casual people from specifically ShB to EW.

    Yes, I remember locking out mobs in Brayflox(HM) runs when speed killing the dungeon for tomes. However, that was literally the last time that was even a viable strat, and there were still multiple examples of more challenging, greater than 2, pack pulls like I have listed across the expansions since then. It is fairly undeniable, that the cumulative difficulty of all the EW dungeons is less to far less than that of any previous expansion. This wouldn't be too much of an issue in itself, but couple this with how stronger all the tanks became defensively, and how much more healing healers got, and you are left with a feeling of over saturated kits and some roles(mainly healers) feeling left out when there is hardly any content to challenge their abilities.
    (1)

  6. #286
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Ixon View Post
    I'm not sure how a fact can be wrong. It's not "my opinion" when there are significantly more instances in more dungeons pre-Endwalker where you have the ability to pull more than just two packs of mobs. That's just a fact. .
    Just because you say something is an absolute fact doesn't mean it is so.

    Context matters.

    The context of the situation is the vast majority of those "multiple pack, wall to wall" Dungeons are in ARR content with very few of them being past it. You can find a few examples, maybe one or two per expansion but that's it.
    (3)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  7. #287
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,892
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Deceptus View Post
    In ARR Wall to Wall pulling entailed pulling everything to the boss room then having a BLM use Sleep on them, a WHM Holy Stun, or have a tank just barely sitting inside the boss arena and someone pulling a boss to the tank.

    Then after the initial 15s, the boss room wall went up, and the mobs would reset, kill boss repeat.

    That is why the Devs put up artificial barriers. So we'd actually have to kill the mobs. They just chose 2 packs, maybe for reasons you said, maybe not.
    If that were the sole reason, they would have just gone with mob-permeable (and player-impermeable) walls...
    (3)

  8. #288
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deceptus View Post
    Just because you say something is an absolute fact doesn't mean it is so.

    Context matters.

    The context of the situation is the vast majority of those "multiple pack, wall to wall" Dungeons are in ARR content with very few of them being past it. You can find a few examples, maybe one or two per expansion but that's it.
    I've listed multiple instances in every expansion pre-EW where more than two mob pack pulls existed. If we consider the threshold anything more than just two packs, then that has existed in, at minimum, half of all pre-EW dungeons. Go unsync some dungeons and see for yourself.
    (0)

  9. #289
    Player
    Daeriion_Aeradiir's Avatar
    Join Date
    Jul 2014
    Posts
    601
    Character
    Daeriion Aeradiir
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Deceptus View Post
    The context of the situation is the vast majority of those "multiple pack, wall to wall" Dungeons are in ARR content with very few of them being past it. You can find a few examples, maybe one or two per expansion but that's it.
    HW:
    Dusk Vigil: 2.5 pack pull
    Vault: 3x pack after first boss
    Gubal: 2.5 packs (2 sets + book 63(?))
    Saint Mocianne: Super pull all the way to honey wall, can lockout mobs
    Pharos Sirius: 3x pack pull after 1st boss.
    Sohr kai: Super pull, right up to boss gate.
    Gubal HM: 3 pack pull near end of dungeon.
    Baelsar: 2x mega pulls, one at beginning and one after 2nd boss.

    SB:
    Bardaam's mettle: mega pull at start
    Doma: 3 pack pull near beginning (Colossus (who's as sturdy as an entire pack, HP wise) + 2x packs)
    Ala Mhigo: Mega pull after 1st boss.
    Kugane Castle: 3 pack pull after 2nd boss
    Temple of the Fist: mega pulls at start (moss walls can be killed similar to Mocianne to pull as much as you want with co-ordinated team), Two 3x pulls after 1st boss, 2x pull pack + 2 roamers after 2nd boss.
    Hell's lid: Mega pull at end of dungeon.
    Fractal: 3x pack near beginning, mega pull potential at end of dungeon due to wall breaking when Chimera is low enough HP, letting pull continue.
    Ghimlyt: 3x pack pull after 1st boss

    SHB:
    Holminster: 3x pack near the beginning (bears + first eggs + spiders after the 1st 2.5 pack pull)
    Dohm Mheg: 2.5x pack pull after 2nd boss
    Qitana: 3x pack pull right before 2nd boss, Quasi 3x pack pull at the end (run away from monkies to make them jump down early)
    Gulg: mega pulls at beginning & end
    Anamesis: mega pull at end, 3x pack pull before 2nd boss(?) (Been a while, can't remember if its 2 or 3 packs here)
    Pagl'than: mega pull near beginning (can break first barrier to keep pull going to 4+ mob pack territory)

    A substantial amount of dungeons post ARR allow more than 2 pack pulls. As much or often as ARR? Nah. But hardly "a few" or "one or two an expansion". Even SB & SHB had their fair share of big ones. EW is the only expansion that has adhered to the 2-pack "standard" so tightly, with every other expansion playing fast and loose with 3x pulls or mega pulls.
    (5)
    Last edited by Daeriion_Aeradiir; 02-20-2022 at 06:04 AM.

  10. #290
    Player
    AziraSyuren's Avatar
    Join Date
    Mar 2016
    Posts
    566
    Character
    Azira Syuren
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    It's especially egregious in EW's case because several dungeons have 3-4 single pulls in a row, namely Babel and Ktisis. The last single pull in Ktisis does have mobs that hit much harder to compensate, but that's the exception rather than the rule.

    I'm not sure if Vanaspati counts because the last pull has mobs that spawn after one is killed, but it also has at least two pairs of single pulls.
    (3)
    Last edited by AziraSyuren; 02-20-2022 at 08:25 AM.

Page 29 of 31 FirstFirst ... 19 27 28 29 30 31 LastLast