OK, I'll break it down.Um... you aren't making a lick of sense.
You don't get loot form trash mobs (other than the junk you don't want that the same monster would drop anywhere else). Therefore, you have no reason to wish to kill them in order to get loot they don't have.
/me scratches head at quoted post
1, I want to fight all the trash mobs just for the sake of fighting them
2, to get the darklight from the speed run chest I can't fight all the trash mobs
simple enough?
The timer I dont mind, but the speed running I sure do. Its just not enjoyable at all.
i feel exactly this way. i don't mind the timer, but i feel for a full clear there should be optional things you need to complete for the additional loot, but it just needs to be done within the 60 minute time limit. i'm not a fan of the speed runs even though i have all of them. i feel there needs to be more complexity to the dungeons.
i don't mind some of the dungeons having the 25 minute speed runs, but i don't like that they are all done that way.
http://crystalknights.guildwork.com/
Have to agree with that. Even though i see how speed run can be fun and challenging, it shouldnt be a requirement in every single instance. Could make some instances with different goals like clearing all mobs and such, so a player can enjoy different types of feelings instead of just rushing through every single instance.
exactly. give us some dungeons where you have speed runs, some where there's additional passages and bosses that are not required for completion and gives additional loot, some with multiple paths you can take to complete(via toto rak type dungeons) and different bosses depending on the route, some that require all mobs cleared for full clear. i just don't want it to get boring because every dungeon is the exact same setup to completion.Have to agree with that. Even though i see how speed run can be fun and challenging, it shouldnt be a requirement in every single instance. Could make some instances with different goals like clearing all mobs and such, so a player can enjoy different types of feelings instead of just rushing through every single instance.
http://crystalknights.guildwork.com/
Personally , this sums it all up. We want to enjoy the experiance, and even tho I can apreciate the attempt to add a "hard mode" soo to speak, its realy not hard its just fast and in a sense more like farming the dungeon for gear. With added dificulty increase drop rates even if just slightly then add gear that you can not get with lower dificulty setting. maybe that sounds too simple to me, but not sure why this wasnt the case to begin with.
Truthfully speaking tho, all dungeons eventually end up like Dark Hold. You will be able to take a group of half experiance and half new players through and get the speed run every time, just takes getting used to the strat for the speed run, once 4 or more people in your party have it down to a science (wich simply takes spaming the event/dungeon) then you have a dungeon you no longer do for fun, but more for farming.
I can understand as to why SE makes the drop rates soo low, but rather then get us hung up on the same content for months due to low drop rates, All they have to do is implament player based content like pvp , somthing in wich we as players provide the drive to continue doing said content and not simply what we can get out of it. Anytime Items or gear are used to provide the motivation for players to do events , its only a matter of time before that content is dried up and dev teams are forced to develope more. Nothing wrong with having alot of content, but for a beta game, where most of the devs are focusing on 2.0 , player based content should be the most obvious answer for keeping the subscribers at this point in time satisfied long enough to release the actuall game.
But , back on topic, timers are fine, they add a bit of a challange, however speed runs dont realy add dificulty just forces players to find ways to exploit the games faults. Wich kinda helps the dev teams pin point fault , sure, but ultimatly makes for a lously substitute for actual high dificulty content.
Speed runs should be an achievement thing only, maybe you could even have a top time listing in your achievements come 2.0 or something if the system could support something like that.
Speed runs are not restrictive, and you can use any job setup (that results in a balanced party for the encounters) to achieve them. That isn't the issue. The issue is that they only add to the chore of grinding dungeons without really adding extra challenge or enjoyment long term.
It can be fun to see how fast your group can do it, and so an achievement might be a nice way to show that accomplishment. But it gets old when you are racing the clock every time as you spam the dungeon over and over again.
It wouldn't be as big of a deal if we had more variety in endgame content, but even then I'd hope "time attack" would be limited to only a select few pieces of content rather than the norm. While more inventive chest pop conditions that didn't rely just on efficiency alone, could be used to introduce challenge on most things.
Personally though I'd rather they did away with "time attack" all together in dungeons, and instead let us get our DPS race on with HNM who had short rage timers.
I think alot of you guys are really over thinking my thread. The point is very simple. No more timers for new content because we seriously need a break from raids/dungeons/events in which everything runs on a stop watch.
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