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  1. #6
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,019
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Everything changed for a reason.

    In ARR, there were no walls so we could pull too much. This is still a problem in some of them such as Amdapor Keep where, unless you have an extremely good tank and healer, pulling wall-to-wall will probably get you killed. The chances are that either the tank or the healer is new to their role or the DPS is low. We got walls and although wall-to-wall pulls can still be challenging now, new healers can manage it with a good tank.

    Coils are not dungeons, so everything before the boss is regarded as raid trash which SE stopped doing. We had two dungeons with 8 people in, Castrum Meridianum and Praetorium and it made players impatient enough to speedrun while cutscenes were being watched, which wouldn't happen with only 4 players. With them having just been reduced to 4, I doubt the idea will be revisited. We are getting criterion dungeons where I think we can adjust the amount of players like we do with deep dungeons.

    Parties split off to do separate objectives in alliance raids, but it would be interesting if that was in a dungeon. Non-combat mechanics could work, but I wonder if they would interfere with speedruns.
    (3)
    Last edited by Jeeqbit; 06-30-2022 at 04:38 AM.
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown: