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  1. #91
    Player
    JonBigwood's Avatar
    Join Date
    Nov 2013
    Posts
    415
    Character
    Jon Bigwood
    World
    Odin
    Main Class
    Gladiator Lv 80
    I think the solution is communication, but it's not that easy and not everyone is in the mood to start typing instead of starting the dungeon.

    People who want to go fast usually say something, those who don't want big pulls also. Others just let the tank decide and many times pull additional mobs if they want to have bigger groups. In my case I have a look at the HP of the party and if all are high HP I'm more at ease to pull more (not huge pulls unless asked to.) If someone has low HP (especially if it's the healer) I am more cautious.

    In WP it's the same, depending on the group you can go faster or not.

    If there are no ranged DPS it doesn't make much sense to pull big groups.

    In fact there are keys and doors, and developers know the lock out tecniques, etc. so speed runs surely were predicted by them.

    The fact that planning the dungeon by the party and communicating makes things better is probably something desired by the developers too. An MMO is a lot about relationship with other players and team play, even in a Duty Finder team.
    (1)
    Last edited by JonBigwood; 05-03-2014 at 08:00 AM.

  2. #92
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by AlrikRouge View Post
    I've been thinking about this, and I guess it really comes down: what is the actual problem with speed runs? Not with people, but speed running a dungeon?
    Not to mention, if ilvl90 or higher geared, single pack pulling gives zero challenge, in Braflox HM. doing a single pull pre boss makes you have to use CDs. watch aggro on multiple mobs, healer needs to be on their game as the tank takes a LOT of damage and the DPS need to burn hard.

    Speed runs add a modicum of challenge over normal runs.
    (1)

  3. #93
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Fuyuu View Post

    The solution is already there! COMMUNICATE!!!
    Fixed.

    I mostly tank in DF and if I see the party is high ilvl (just nee dto check HP) ask if they want hard and fast or slow and steady. If the party is around 3k HPish, then I'll take it steadier. Also it is NOT just the tank that pushes speedruns. Ive had parties with a high ilvl Healer and too low ilvl DDs. So I started steady to gauge what they could handle. After 3rd pull, as puleld to what seemed they could handle comfortably, healer left because wasn't fast enough. DDs whining that it wasnt a speed run when the healer was low Ilvl.

    So no, don't put it on one role
    (2)

  4. #94
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,481
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Usually if you ask not to speedrun people won't. At least, that's what always happened to me. Personally I don't like speedrunning at all and if asked, I always reply no. The only dungeons I SR are Praetorium and CM, and even then, if there is a new player, I always tell them that we can finish it just fine with 7 people and to enjoy the story and the cutscenes if they want to.
    (1)

  5. #95
    Player
    Fuyuu's Avatar
    Join Date
    Sep 2013
    Posts
    37
    Character
    Fuyuu Valeureux
    World
    Coeurl
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Sapphic View Post
    Fixed.

    I mostly tank in DF and if I see the party is high ilvl (just nee dto check HP) ask if they want hard and fast or slow and steady. If the party is around 3k HPish, then I'll take it steadier. Also it is NOT just the tank that pushes speedruns. Ive had parties with a high ilvl Healer and too low ilvl DDs. So I started steady to gauge what they could handle. After 3rd pull, as puleld to what seemed they could handle comfortably, healer left because wasn't fast enough. DDs whining that it wasnt a speed run when the healer was low Ilvl.

    So no, don't put it on one role
    This also work, haha!
    (0)

  6. #96
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    Btw why can't they just add in a bomb monster that dies in 1 hit in every few mobs. It will apply a party wide stacking debuff that will make the next similar death explosion do more damage, so if they are all rounded up and popped they will kill the whole party. ( similar to ifrit ex nails ) so that way they are easy to kill , a mechanic that prevents speed running / pulling all the mobs then aoe bursting them.
    (0)

  7. #97
    Player
    Tinker's Avatar
    Join Date
    Sep 2013
    Posts
    38
    Character
    Tinker Gearsmith
    World
    Gilgamesh
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by CYoung187 View Post
    That extra 15 min would be much less if you just took 15 seconds to talk to your group.
    As the first pull takes under a minute, I think 'much less' in this case is rather overstated.
    (0)

  8. #98
    Player
    Spot's Avatar
    Join Date
    Aug 2013
    Posts
    89
    Character
    Spot Bot
    World
    Midgardsormr
    Main Class
    Arcanist Lv 50
    (0)

  9. #99
    Player
    Tinker's Avatar
    Join Date
    Sep 2013
    Posts
    38
    Character
    Tinker Gearsmith
    World
    Gilgamesh
    Main Class
    Arcanist Lv 60
    As a healer, I personally LOVE it when a tank wants to do big pulls. The current dungeons, as designed, offer only an illusion of difficulty. Larger pulls just make things more exciting. I have to be on the ball, as one mistake could mean everyone's death. I love it!

    Standard slow pulls? I'll just let Eos heal you while I run in circles around the mob and Miasma II. Maybe even let out a bad pun or two.

    If you think about it, its rather sad. My pet can quite effectively heal most dungeons on its own (apart from boss encounters) when playing them as designed. We need harder PF dungeons :-/
    (1)

  10. #100
    Player
    PenutButter's Avatar
    Join Date
    Aug 2013
    Posts
    238
    Character
    Peanut Little
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Tinker View Post
    As a healer, I personally LOVE it when a tank wants to do big pulls. The current dungeons, as designed, offer only an illusion of difficulty. Larger pulls just make things more exciting. I have to be on the ball, as one mistake could mean everyone's death. I love it!

    Standard slow pulls? I'll just let Eos heal you while I run in circles around the mob and Miasma II. Maybe even let out a bad pun or two.

    If you think about it, its rather sad. My pet can quite effectively heal most dungeons on its own (apart from boss encounters) when playing them as designed. We need harder PF dungeons :-/
    But if dungeons are too hard then people will whine about them being too hard, like how Pharos Sirius and Amphador Township were. Make it hard and people will ask for nerfs or demand absolutely ridiculous requirements to run it; you do know they nerft Pharos Sirius cuz it "too hard" right? Seriously, what do you people want?

    Not that any of that actually matters, people will just do easiest and most profitable dungeons, completely ignoring the harder ones. Some will probably only doing the harder ones once or twice for "the challenge."

    The only solution I can think of is to make harder dungeons drop significantly better rewards, to make them "worthwhile." Even then though, I'm sure this will bring its own host of problems and people will still definitely definitely find something to whine about it.
    (0)

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