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  1. #1
    Player
    Denyer87's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    15
    Character
    Rikku Greywolf
    World
    Cerberus
    Main Class
    Gladiator Lv 50
    Exactly my problem. I have no issue holding hate on mobs but if i have too low dps then its not worth it. The thing i've been getting recently is i ask at the start if they want me to pull lots.... Silence. So i do the dungeon as normal and then they complain im not pulling enough. I get so irritated i've just started doing duties as blm while crafting in the queue times.
    (0)

  2. #2
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Jeppo View Post
    When I'm a bard I don't mind speedrunning a dungeon as such because they are quite well-equipped to do AoE damage (the occasional free proc + Foe Requiem if paired with a caster). But when I'm a Monk I'm not very good at speedrunning because their AoE is poor. Arm of the Destroyer does pitiful damage for it's high TP (I only ever use it for its Silence effect) so I only use Rockbreaker for AoE every three turns.
    Follow the person as they start grabbing mobs, pop Blood for Blood, Internal Release, start with Bootshine/Dragon Kick (whichever you feel like, this is just to proc move #2), then Twin Snakes, then Rockbreaker, then Perfect Balance and Rockbreaker spam until it goes out. Then just Dragon Kick - True Strike/Twin Snakes - Rockbreaker spam the rest of the way. If the mobs aren't badly hurt or dead by the time that Perfect Balance goes out, either you're not geared enough or the other DPS is lacking. It's what I use on MNK when in a SR group, or in T4 for the spiders.
    (0)

  3. #3
    Player
    DosonTheGreat's Avatar
    Join Date
    Apr 2014
    Posts
    53
    Character
    Doson Eight
    World
    Diabolos
    Main Class
    Arcanist Lv 50
    I'm not sure what was said in all the rest of the thread but I have THE BEST solution to stopping speed running: make the game more difficult. The only reason people can speed run is because every single trash mob encounter in this game is a complete joke. As long as mobs remain nonthreatening then people will continue to do huge pulls and just AOE all the stupid things. Only way to stop huge pulls is the make mobs hit harder it's as simple as that.
    (0)

  4. #4
    Player
    Coth_X's Avatar
    Join Date
    Aug 2013
    Posts
    90
    Character
    Coth Ex
    World
    Goblin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by DosonTheGreat View Post
    I'm not sure what was said in all the rest of the thread but I have THE BEST solution to stopping speed running: make the game more difficult. The only reason people can speed run is because every single trash mob encounter in this game is a complete joke. As long as mobs remain nonthreatening then people will continue to do huge pulls and just AOE all the stupid things. Only way to stop huge pulls is the make mobs hit harder it's as simple as that.
    No, that really isn't the reason.

    The reason is that all the HM content they add is like i55 and there is no level syncing past 50.

    As I said at an earlier time, what we need is Stone Vigil EX or maybe Aurum Vale EX i80+ or i90+

    let's go
    (0)

  5. #5
    Player
    ColorOfSakura's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    391
    Character
    Aerik Tirel
    World
    Mateus
    Main Class
    White Mage Lv 100
    As a healer, I don't mind speed runs, but when tanks charge off or just drop in with an immediate "I'm speed running" without even asking the group, I start getting annoyed. Dropping in from Duty Finder into an i55 dungeon (where it's really recommended to be i75+ to do a fairly painless speed run) and saying "SPEED RUN!" without checking results in people wasting even MORE of their time because now they're going to wipe and possibly rage quit the dungeon, thus locking them out of Duty Finder for 30 minutes.

    Stuff like this is what is going to cause SE to nerf the speed runs of places like Brayflox by adding more gates that require keys and stuff, so that way people have to pull only one mob and burn it down before they can progress. If you're queuing for Expert Roulette for extra Soldiery, then be considerate of the other party members who might not be able to handle pulls of the whole zone.
    (1)

  6. #6
    Player
    Zophar's Avatar
    Join Date
    May 2014
    Posts
    329
    Character
    Mayong Mistmoore
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    Any tank worth their salt should be smart enough to gauge whether or not a speed run is a good idea based on their group. Pop in with 2 blms or a blm/brd or w/e, sure. Speed running is prolly a good idea. But if you pop in with, say, a drg, a mnk and an i55 healer and still think speed running is a good idea, you may want to reevaluate your tactical prowess.
    (0)

  7. #7
    Player
    Lucke's Avatar
    Join Date
    Nov 2012
    Posts
    1,661
    Character
    Lucke Arrayo
    World
    Hyperion
    Main Class
    Gunbreaker Lv 80
    So, to speedrun, people usually outlevel the mobs there by ALOT. Like, ilvl 100 gear on a dungeon with a requirement of ilvl 55 gear. So, why not have an ilvl sync? All your ilvl 100 stuff get's reduced stats to make it on par with whatever ilvl the requirement is. All your ilvl 100 gear gets turned into ilvl 55 gear stat-wise.

    Another thing people like to do, is skip mobs, or lock them out of the boss room. Simple solution here is make every boss summon adds. The adds are pulled from the mobs you skipped. In the end, you still kill all the mobs, even if you skip some, you end up fighting them as adds in the boss rooms.
    (0)

  8. #8
    Player
    Synestr's Avatar
    Join Date
    Aug 2013
    Location
    Ul
    Posts
    853
    Character
    Synestr Ashbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 60
    Yep, let's get some duties that are for those that are geared i70+. Different tiers of them, with just rewards. You just ding fiddy, need to farm duties to get ur i60-i70 stuff. Then you progress along the tiers. Filling in with myth and Sold purchases along the way. Might make it more fun, challenging, different, whatever. It used to be I would get on every night to get my roulette bonus for soldiery and myth, I can now cap Soldiery in about an hour. So I didn't log in all week. I am enjoying life...and the sun more.

    Just a thought.

    Syn
    (0)

  9. #9
    Player
    Hiroradius's Avatar
    Join Date
    Aug 2013
    Posts
    164
    Character
    Radius Braveheart
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Hayward View Post
    I'm about to say something that is heretical: It is well past time for SE to take positive steps to finally blunt the influence of speedrunners. It is obvious that putting obstacles like Lantern Oil or making enemies drop small amounts of gil is not enough to discourage ADHD-addled players who want to pull the entire area and just fight bosses. The current Animus system has had a knock-on effect that has made this worse. As a tank, I have no use for this and will not entertain the thought in any dungeon.

    One possible solution that comes to mind is something SE will have to swallow hard on: allowing non-boss enemies to drop Mythology tomestones (1 or 2 per kill, maybe) with a chance to drop a random Atma piece. I know the devs want to enforce some kind of rarity but Myth gear is no longer high-tier armor and loosening the grip on the currency can do no harm. I'd also say that no player would be foolish enough to pass up the possibility of 50-100 extra Myths simply for the purpose of cutting 3 minutes off their time.

    Another idea would be to award bonus tomestones (Mythology and Soldiery) at the end of the duty, depending on the party's kill ratio. Not only would this give an incentive to not skip enemies, it would give an incentive to clear the room if the bonus for 100% kills is 50% extra Myths and Soldieries.
    The kill ratio method would work, the drops per mob doesn't.

    Reason drops per mob won't work is, speed running is about collecting all the mobs and then just AOEing them down if their are blocks (i.e., latern oil) so it won't really change anything.

    The kill ratio method will work because it will cause groups to go out of their way to get mobs.. remember AK, how many mobs are just bypassed, or you have to go a different direction to just kill.. so basically they are just wasted space.

    Another method, make the dungeons difficult. Make these new hard mode dungeons required i90 gear.. so someone brand spanking new won't be able to get into them as a fresh 50.. heck most peoples alts now have i80+ gear, so make these new dungeons i90, make them hard, and make them the only dungeons to drop the Solidetry tomes, make the other dungeons drop just myth, but to add incentive to run them, make special crafting items drop from those dungeons for new recipes that come out. And they could also have duty roulette reward Solidarty tomes for doing these older dungeons, but no Solidarty tomes for running the dungeon itself.. this way higher geared people will still run them just for the duty roulette reward, and people who aren't geared for the i90 new dungeons will still have people playing with them

    Speed running with killing mobs is normal, I don't know an MMO that groups don't do that, speed running while avoiding all mobs at all costs (including the infamous kill the tank and rez him somewhere method) those methods are just in this game as far as I know.. and it's kinda stupid that the developers need to come up with anti methods to lazy stupid methods like this.
    (0)
    Last edited by Hiroradius; 05-13-2014 at 05:22 PM.

  10. #10
    Player Adrian74's Avatar
    Join Date
    Jan 2014
    Location
    Islas Canarias, España
    Posts
    762
    Character
    I''''''''l I''''''''l
    World
    Phantom
    Main Class
    Fisher Lv 90
    Hi, I'm just a noob and I don't want to offend anyone but.... Okay, here it goes...

    "It won't happen"

    SE can't fight against the Speed Running of the dungeons because the game is clearly made for speed running... In the case of the tanks, you are encouraged to gear up and take more more gear so you can take more mobs in one time... Else what would be the point in gearing up? The unique progression in this game is gear up and gear up... In DPS it has clearly results in their numbers... In tanks and healers this progression is showed in speedruns and the amount of monsters they take.

    In every game, a tank will level up and become stronger for take more groups...

    In my opinion, speed runing is okay if you can. What this noob doesn't like is when someone forces others to speedrun.. And with this I mean, either force a tank, or a healer... (What does it change for DPS after all? They have to AoE fun? I already make some brayflox with my recently nooby 50 bard, speed ones despite my damage sucked, just because the tank and healer could.)

    So, here it goes two questions... Can Square Enix change this? Of course they can, such as using the level sync function with ilvl, and such, but... It would be pointless, killing the feeling of progression for some players, so they won't.

    Can Square Enix change the minds of their players? Not yet, they'll need some kind of special mind controller for that, please look forward to it.
    (0)
    Last edited by Adrian74; 05-13-2014 at 07:07 PM.

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