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  1. #1
    Player
    Zered's Avatar
    Join Date
    Sep 2025
    Posts
    20
    Character
    Zelra Redrigoth
    World
    Gilgamesh
    Main Class
    Astrologian Lv 95

    Remove the wall between the monster groups before each boss so we can pull all

    Right now dungeons are (2 packs > 2 packs > boss) x3
    I think they should remove the wall between the packs so people can do (4 pack > boss) x3 if they feel up to it.

    This will allow people to clear dungeons faster if they are good enough.
    It will also make dungeons less of a boring slog. Right now you just pull 2 packs and then spam the aoe button. You don't even need to use some of your big abilities.

    With 4 groups, the damage and aoe's are high and frequent enough that they might produce a challenge. People will need to use their big abilities, they might also use utilities like cc'ing enemies to give tank some breathing room.

    Dungeons are a repetitive chore and this would help fix that.
    (14)

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,825
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    They used to be like that, and there was a massive problem with it. Back in ARR and Heavensward, I would enter ARR dungeons like Snowcloak. A tank would typically pull right up to the boss. They would typically wipe because this was not realistic to heal back then. So the tank would immediately exit in shame without a word. This happened so many times I couldn't count it.

    When tanking myself, it provided a lot of anxiety and raised questions within myself such as: How many am I "supposed" to pull? How can I be sure my party is good enough? What if they want more? What if they want less? If I stop to ask, they may want me to hurry up and pull or run ahead without me, which was common. Whatever decision I make, what if it goes wrong and they are upset?

    Amdapor Keep is a rather good example of some insane pulls you can do. And while it is easier now due to battle system changes, it would often require your entire team to be on point. You needed the tank to be good at mit, kiting and pulling fast, you needed the healer to actually plan to heal and be good at it, and you needed the DPS to take them down very fast before the enemies took out the tank. Since you could only guess the skill of your party based on subtle indications on the way to the first boss, it was a source of anxiety and to an extent, still is.

    So SE solved that problem by adding walls.

    I do agree that there is no problem with shaking it up and occasionally letting us pull 3 or 4 packs. But it shouldn't necessarily be as crazy as Amdapor Keep which, if the enemies don't melt that quick, is a recipe for anxiety and party drama.

    I believe the reason it's like this now is likely because they hired lots and lots of dungeon designers and the job application form basically said "make a sample dungeon design exactly like an average dungeon is now but make the boss mechanics original and of a similar difficulty to current dungeons" and that it should be clearable in the usual timeframe of 12-20 minutes. That is actually what the job forms said.
    (12)

  3. #3
    Player
    Avoidy's Avatar
    Join Date
    Jun 2020
    Posts
    1,300
    Character
    Chadhadai Oronir
    World
    Balmung
    Main Class
    Ninja Lv 83
    I agree with OP. And if people wipe, then they wipe. If people feel anxious about how much they can pull, they can just communicate with their team or go with Trusts.
    It's a dungeon; it's not that deep.
    (7)
    Quote Originally Posted by Shialan View Post
    I don't get it. Do you really have nothing better to do with your life than creating shitpost after shitpost?
    Quote Originally Posted by Sir_Tonberry View Post
    Genshin Impact a free to play mobile gatcha game puts out events every 40 days that are fully voiced and an engaging story. FF which is a subscription game with a full price tag does like 5 events a year and still can't put 10% of the effort. Something is wrong.
    Quote Originally Posted by Yoshida-san
    Let's consider another theoretical mod: one that displays your character entirely naked.

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,871
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    If you want the game to provide kid railings for having to interact with a party then why are you playing an MMO

    Like honest question
    (6)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. 12-10-2025 04:48 PM

  6. #5
    Player
    Gwenkatsu's Avatar
    Join Date
    Jun 2024
    Posts
    301
    Character
    Gwenkatsu Furokane
    World
    Shiva
    Main Class
    Dancer Lv 100
    Honest question: do you like the first cave in Aurum Vale? Because this is exactly what you're asking for - lots of mobs that can all be pulled at once.
    In my experience, new tanks will run straightforward into the cave, pull half the mobs, the other half pulls themselves, healer dead, wipe.
    New healers and DDs will fall back, get pushed into the room by one of the gas explosions, same result as above.
    And when you tell them at the start "pls stick to the left wall and don't fall back", they will do neither. Result: see above.

    Simple conclusion: This community cannot handle big groups of mobs.
    (5)

  7. #6
    Player
    Aviatorhead's Avatar
    Join Date
    Jul 2024
    Posts
    69
    Character
    Honey Slaughter
    World
    Excalibur
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Gwenkatsu View Post
    Honest question: do you like the first cave in Aurum Vale? Because this is exactly what you're asking for - lots of mobs that can all be pulled at once.
    In my experience, new tanks will run straightforward into the cave, pull half the mobs, the other half pulls themselves, healer dead, wipe.
    New healers and DDs will fall back, get pushed into the room by one of the gas explosions, same result as above.
    And when you tell them at the start "pls stick to the left wall and don't fall back", they will do neither. Result: see above.

    Simple conclusion: This community cannot handle big groups of mobs.
    I hate this line of thinking more than anything. No, sprouts/players new to tank messing up a level 47(?) dungeon meant to teach you that pulling too much is a thing, doesn't mean the entire community up to level 100 can't handle a dungeon like that. This sort of thinking is why aurum is probably not going to even teach that anymore by the time the devs rework it for trusts.
    (4)

  8. #7
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,564
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    The big question would be, would the wall be removed from just before the boss, because if it is, that will be a recipe for disaster. What would happen in that case is, tank pulls all, everyone else does nothing so as not to draw enmity, tank stops at the boss arena, dies, which resets the mobs, then you pull and kill the boss. Alternatively, you again get the tank to pull everything, have the group start the boss and the tank gets teleported into the boss arena. Either way, you are skipping the killing of all the trash before the boss.

    If you want to remove the walls between trash pack but not before the boss, then I have no issues, it is just the wall before the bosses.
    (4)

  9. #8
    Player
    Sacae's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    186
    Character
    Holo Wisewolf
    World
    Cerberus
    Main Class
    Dancer Lv 100
    I think you could add some bigger pulls without issue. Mt. Gulg was, iirc, the last dungeon to do this; the first pull is huge, with five groups of mobs, and the second to last pull is also pretty big.

    I wouldn't want every dungeon to be all wall to wall pulls, since that's just as homogenous as the 2-2-boss thing we've got now, but they could vary it up a bit. They've done it before, even post HW.
    (1)

  10. #9
    Player
    Enjuden's Avatar
    Join Date
    Jul 2013
    Location
    Gridania
    Posts
    367
    Character
    Enju Abbagliato
    World
    Balmung
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Gwenkatsu View Post
    Honest question: do you like the first cave in Aurum Vale? Because this is exactly what you're asking for - lots of mobs that can all be pulled at once.
    In my experience, new tanks will run straightforward into the cave, pull half the mobs, the other half pulls themselves, healer dead, wipe.
    New healers and DDs will fall back, get pushed into the room by one of the gas explosions, same result as above.
    And when you tell them at the start "pls stick to the left wall and don't fall back", they will do neither. Result: see above.

    Simple conclusion: This community cannot handle big groups of mobs.
    Oh yea, let's ignore the fact that the classes get pretty good abilities to handle said mobs at 50. And lack said abilities. I'm sure missing all the abilities from 50-100 definitely won't have an impact on pulling more.

    Do you work at an orchard? Because they'll have to invent a new term for cherry picking because of you.
    (1)

  11. #10
    Player
    FeyFavilla's Avatar
    Join Date
    Nov 2025
    Posts
    110
    Character
    Fey Favilla
    World
    Coeurl
    Main Class
    Red Mage Lv 100
    No absolutely not. You know what is going to give players who are new to MMOs anxiety out the roof? Queuing into an instance for the MSQ and then proceeding to spend the entire instance running after the group like pre-revamp prae. All that will do is breed a toxic af attitude towards dungeons where you will have people pulling ahead of the group even worse than there already is. Even now, with the limits, I have had dps and healers pull groups I was not ready to take because I had either not played in a while or was new to that tanking job just because I was taking things slow to ease my way into it.
    And no, asking to slow down does nothing. Never does. Especially if you do not have a sprout tag.

    The argument can be made for unsync runs, sure. If you are just there to farm the barriers do nothing good anyhow, but as long as there are other people in the group I vehemently disagree. You are going to create wow-style roulette attitude within a few months and honestly if that happens you may as well toss the rest of the game in the trash because FFXIV being a slow paced, beginner friendly MMO is its main draw outside of the MSQ.
    (9)

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