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  1. #21
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,471
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Merrigan View Post
    How? I mean, there's: no priority focus to be made. No mechanics linked to these packs. They follow on from each other at a pace that sounds like my neighbour snoring. How does that stop you falling asleep in the dungeons?
    I know right? There is almost no mechanics to them. They're bland.
    Bosses do have DDR mechanics, which I do find to be a direct downgrade from bland because at least bland doesn't get on my nerves like DDR does.
    And I find hitting mob packs less boring than hitting a dummy that keeps re-centering itself.

    Edit: but I do recognize that trash packs have lost a LOT in terms of gameplay actually. Mostly an actual battle system and resource scarcity, which SE deemed not fun or something and axed out.

    - For tanks: skill expression through offensive stance tanking, mob positioning because being hit from behind = autocrits, not being mindless to do (unless you went into tank stance and even then, you couldn't exactly press a button every 25s and get 3 benedictions at once either).
    - For healers: skill expression through careful balance between offensive AoE spamm (MP hungry) and healing requirements (depending on the skill of the tank and the party's DPS). MP management was a big part of what made trash packs extremely engaging as a healer in dungeons before ShB.
    - For dps: TP/MP management depending on the party's DPS, resource support (rphys mostly but also manashift in SB), mob positioning through a lot more variations on AoE shapes (MNK had 3 different shapes to cycle through for example, etc).
    (3)
    Last edited by Valence; 06-27-2025 at 01:10 AM.