



They could also, like, make the mobs do enough damage such that pulling more would actually increase the odds of the tank dying. Would certainly feel more organic then having a "You are not allowed past here till the trash is dead" wall.Pulling wall to wall started with the players and has stayed that way. The devs have tried multiple times and a few different ways to try and slow it down with very little if any success. Look at the start of Antiascope, Lapis Manalis, Anamnesis Anyder and soon to be the lv91 DT dungeon. They all either have a "moving" platform that doesn't allow for bigger pulls or blocks you from pulling more than the 2-3 mobs at the start. You see or hear a lot of people who gripe about those dungeons just due to how they start out. Though I do agree Antiascope could probably take out that 1st block cause if ur that high of a level and struggling to heal or tank two trash mobs then um maybe those roles aren't really for you. The whole "better things to do" is also partly why they got rid of side rooms. The other is due to not putting things people would want to take the risk to go and dip into a side room. But then I'm not exactly sure what you could put into those side rooms to make it feel worthwhile as even when there are "worthwhile" items up for grabs people still chose not to go for them. For example I know a lot of people don't know where in Haukke Manor the manor varnish comes from.



It's still a wall pull if the wall is one pack, you've just hard enforced a wall pull because you literally can't pull any less.
tbh them changing and making dungeons so tanks cant massively pull was a mistake with the damn walls and invisableness of walls that needs to be reverted
I actually prefer smaller rooms/pulls as I dislike the usual frenetic pacing. Of course, enemies should be more complex, dynamic and/or strong to compensate for the smaller number. But I doubt that will ever happen.
Also, ever since they removed xp gain from trash mobs, the little dopamine hit of clearing mobs by AoE is not really there anymore.



I'm not sure if that would work as that would probably just cause people to see it as chain pulling which also gets complained about. Then there's dungeons like the Fellcourt of Trioa, Azdaal's Legacy and Kitis where there are walls but also more mobs that spawn that it doesn't always happen often where a tank doesn't notice the aoe telegraph that something is about to join the fray. Trust me I do feel that encounters need to change in someway to make them feel fun for everyone in the group. I just don't know what that change would look like. Maybe bring back the ability to do pulls like the mammets in Gubal Hard where you could pull the 1st group zone to the upper floors and still have them following you into the next group.





I hate those damn walls. You know what still doesn't need walls? Some ARR dungeons which hit hard enough in the context of healing abilities available at that level. Just take out the barriers and make the mobs hit harder so beginners can still do single pulls, average players can do double pulls and triple pulls are where it's too dangerous for most people. Being able to choose the difficulty of pulls would do wonders to combat the sleep inducing boredom of healing newer dungeons.
Graphics
MSQ
Viper
|
|
![]() |
![]() |
![]() |
|
|
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.

Reply With Quote



