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  1. #1
    Player
    Titans's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    172
    Character
    Chris Davis
    World
    Excalibur
    Main Class
    Leatherworker Lv 80
    Quote Originally Posted by Trespar View Post
    I don't get why people have to do it in DF parties?

    People asked for PF, they got it.. And now they won't use it?
    Chances are that with a PF group, you can cap much faster than doing a roulette followed by repeated Brayflox HM runs, including the waiting for a full party. Especially if you go for the traditional BLM+BRD or BLM+BLM dps set ups.

    Just stop being a dick to people you don't know, just because you'll probably never see them again.
    It's this thing that SE added called Roulette, we're not queuing up in duty finder for speed runs per say. If the healer can't handle big pulls then a make moderate pulls. I don't have time for you to roleplay. I have other things I need to complete before reset.
    (1)
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  2. #2
    Player
    wicked-one's Avatar
    Join Date
    Aug 2013
    Posts
    1,056
    Character
    Azul Earendil
    World
    Shiva
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Hayward View Post
    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.
    Well, the fault in this is, that Brayfolx Speedruns (most used for Animus Farming) work mostly not on skipping, but pulling together...

    So yes, for myself, I would welcome this, because BF-HM get´s boring, extra Myths very welcome...
    so the only change would be, that you gather the rest of the Trash as well, extending the run by 3-4 Minutes maybe, so ppl would calculate if the extra drops are worth it, and then A) work as before or B) getting some extra Mobs for Extra Myths
    (for me as BLM it´s no matter if there are 8 or 12 Mobs in the bulk, Fire2/Flare hit´s all of them, and Tanks/Healers Gear increases steadily, allowing to heal through the extra mobs)...

    they wanted to increase the Value of Mytho-Gear and Materials, and so they reduced the Mythos, but a little bit to much for my opinion...

    For now, all my Myth goes into the Animus Books, and only works efficiently by speedrunning, my Twinks stopped at their current iLvl, and Myth-Materials are a really good Gil-earning, because only ppl don´t doing Animus buy them...

    Thinking back when Philos where in place, with Roulette etc you earned so much of them (300 with one Roulette-CM Run), my Twinks were iLvl 70 as they hit 50, and still, most of the time i capped around 2000 Philos, buying random stuff just to not to overcap, and remember, Philo Mat´s prices were six feet under...
    (0)
    Last edited by wicked-one; 04-30-2014 at 04:50 PM.
    Never a mind was changed on an internet board, no matter how good your arguments are...

  3. #3
    Player
    sheepysheepy's Avatar
    Join Date
    Sep 2013
    Location
    GRIDANIA
    Posts
    364
    Character
    Sheepy Sheepy
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    i don't follow the first post

    how does adding myth drops to trashmobs make people kill them slower? surely all that does is make mythflox give 70~ myth instead of 50
    (1)

  4. #4
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by sheepysheepy View Post
    how does adding myth drops to trashmobs make people kill them slower? surely all that does is make mythflox give 70~ myth instead of 50
    Part of it has to do with just straight up skipping mobs. The keys do force certain mobs to be fought, but otherwise there's a few spots where you reach the boss and you can 'lock out' mobs, simply by having your tank stand just across the line while the boss fight is started by your allies. Once "[area name] is now sealed" pops up, the mobs are sealed off, the boss is fought as normal, and then you move on. They're not even fought.

    That's what speedrunning is. Kill as little as possible, and when you have to, group up as many as you can possibly survive and then AoE splatter them, then move onto the next group.
    (0)

  5. #5
    Player
    sheepysheepy's Avatar
    Join Date
    Sep 2013
    Location
    GRIDANIA
    Posts
    364
    Character
    Sheepy Sheepy
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Garlyle View Post
    Part of it has to do with just straight up skipping mobs. The keys do force certain mobs to be fought, but otherwise there's a few spots where you reach the boss and you can 'lock out' mobs, simply by having your tank stand just across the line while the boss fight is started by your allies. Once "[area name] is now sealed" pops up, the mobs are sealed off, the boss is fought as normal, and then you move on. They're not even fought.

    That's what speedrunning is. Kill as little as possible, and when you have to, group up as many as you can possibly survive and then AoE splatter them, then move onto the next group.
    like i said, you'd just end up with 70~ myth instead of 50 and no one would change how they play, so i still don't understand how the suggestion slows the dungeon down
    (0)

  6. #6
    Player
    Leon2532's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Lion Twee
    World
    Phoenix
    Main Class
    Conjurer Lv 50
    The speed runs where you rely on AoEing large groups of mobs, can be discouraged by ilevel sync. If they ilevel sync all with high ilevel in ilevel 55 dungeons to ilevel 58, you will not be able to survive the big pulls.
    (2)

  7. #7
    Player
    Angry_Goat's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    24
    Character
    Angry Goat
    World
    Siren
    Main Class
    Conjurer Lv 50
    Why does speedrunning matter?

    If the group agrees to it, let them do it. I like to do daily roulette sometimes, and low level really gets me. Once, there was a group of us level 50's and a 48. We didn't know why we got into COPPERBELL. Anyways, we all agreed on speedrunning and it was fine. Doesn't affect anybody else, and we all agreed on it. What's the deal
    (2)

  8. #8
    Player
    Trespar's Avatar
    Join Date
    Feb 2014
    Posts
    129
    Character
    Miakis Lunefalena
    World
    Cerberus
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Angry_Goat View Post
    Why does speedrunning matter?

    If the group agrees to it, let them do it. I like to do daily roulette sometimes, and low level really gets me. Once, there was a group of us level 50's and a 48. We didn't know why we got into COPPERBELL. Anyways, we all agreed on speedrunning and it was fine. Doesn't affect anybody else, and we all agreed on it. What's the deal
    Because sometimes, people don't agree, and they get bullied into complying, or leaving. Or they simply get expelled from the dungeon.

    In all three cases, their experience has been ruined.

    Not sure why we have to keep repeating, it's been explained multiple times in this thread, and if you're not seeing it in your runs.. Then you're kinda blind, or just part of the problem.
    (2)

  9. #9
    Player
    Gumbercules's Avatar
    Join Date
    Apr 2012
    Posts
    552
    Character
    Gumbercules Thesecond
    World
    Hyperion
    Main Class
    Miner Lv 80
    As a tank you control the pace of the dungeon, so just let ppl complain all they want. It can get tedious on a healer though, specially when a tank decides they understand "speedrunning" yet manage to reach their last pull at half hp or less. Most grps do tend to tone it down after one wipe though :P
    As someone pointed out the ilvl "doing" and the intended ilvl are way different though so I don't see them buffing anything. As for a-holes? well there are a-holes in every facet of life lol. Just ignore them and do your thing.
    (pre-nerf pharos sirius is a good example of what happens when you try to make the "lowest" content too challenging for the intended ilvl: ppl just completely ignore/drop it XD I would like to see a 30min+ design philosophy implemented for future content though, even if they ahve to make the dungeons "spread out more" and use similar systems to CT pulls. that adequately reward your time of course :P)

    edit: The ilvl sync idea mentioned above would be pretty cool to be honest, but there is a point were ppl start to feel "restrained" too much if their current gear never gets taken advantage of. Regardless, if they ever did decide to do this I would agree to it. (I feel it would help with "training" newcomers to content too)
    (0)
    Last edited by Gumbercules; 05-01-2014 at 12:11 AM.

  10. #10
    Player
    sylent09's Avatar
    Join Date
    Oct 2013
    Posts
    127
    Character
    Sylent Slayer
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    I personally prefer speed run. It's simple to remove it....Just don't do it.
    (0)

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