Page 4 of 8 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 72
  1. #31
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by saeedaisspecial View Post
    You're forgetting that two of the three bosses have multiple long stops in their fights too where they go invincible, stopping people doing any DPS to them.
    It all adds up.
    Ape has damage reduction, but you can bust him up after one banana. Worm has have, what? 30s of downtime total if you use LB? The stop-and-go will become invisible as people master multitasking; the real concern in speed run is how much time it takes, rather than how much time you feel like you're wasting.

    That said, I think we should use this thread to share strategies to make speed runs in the new dungeons more efficient in spite of these forced stops. Tamtara seems like a good candidate for speediest run, but I keep getting Hullbreaker in roulette.
    (0)

  2. #32
    Player
    Pots_Talos's Avatar
    Join Date
    Sep 2013
    Posts
    153
    Character
    Pots Talos
    World
    Exodus
    Main Class
    Gladiator Lv 50
    If you care about the stops then you must just want to finish dungeons quickly, if that is the case you are probably just wanting to farm tomes. Farming tomes is now quickest by doing hunts, I capped myth (2,000) twice in one sitting while just going to locations the hunting linkshell I'm in called out. Not only will you cap myth and sol super fast but you will get allied seals for sands and oil.
    (0)
    Dovie’andi se tovya sagain

  3. #33
    Player
    KillyBamp's Avatar
    Join Date
    Aug 2013
    Posts
    127
    Character
    Aiye Pochre
    World
    Coeurl
    Main Class
    Archer Lv 50
    Quote Originally Posted by saeedaisspecial View Post
    No, you missed the point.
    I really didn't

    Quote Originally Posted by saeedaisspecial View Post
    Standing around isn't fun.
    For 2 seconds!?!
    You're complaining about having to stop and use tablets or open coffins. Which is absurd, hence my flippant initial response.
    If your attention span is too short to handle something as trivial as what you're moaning about, you should find something else to play.
    (5)

  4. #34
    Player
    SummonerSenah's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Senah Kha
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Brill_ View Post
    No there was wasn't. Before your options were speedrun or get kicked. There was never an option for non-speedruns.
    This. Unless you went in with a full party of your own, running expert roulette previous to this patch meant a speed run whether you liked it or not. I'm already seeing that same mentality in the new dungeons, too. Did HI with a healer and dragoon from my FC, pugged the tank, and the first thing he says is "Doing big pulls." I don't burn myself out on dungeons to the point where I want to speed run them, so I don't mind these new ones having stops.
    (3)

  5. #35
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Whoa, whoa, you mean I have to do more in the new dungeons than just kite and fight?!

    I'm disturbed at how turned on that makes me. . .
    (4)

  6. #36
    Player
    saeedaisspecial's Avatar
    Join Date
    Sep 2013
    Posts
    290
    Character
    Kool Kat
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    Let's go over for a second and look at all of the forced stops, again, it's not that it's omg 2 seconds! It's the sheer number of them.

    Tam Tara:
    Locked wall until mobs die after the first 3 packs, WITH an invicible monster that can't be damage until other mobs die.
    Right after, the same thing.

    First boss.

    Next tunnel is 2 packs on monsters.
    After that there are 3 rooms each which require running to and activating coffins to spawn additional monsters.
    All of these need to be done to open a door to the second boss.

    Second boss has to go through dialogue to even spawn.

    Next tunnel is two packs of trash, then an invincible monster that requires it's tethered mobs to kill, and that also spawns monsters.

    Total stops: 7

    Hullbreaker:
    No real stops up until the Ape which requires the mobs in front of it to be killed.

    First boss.

    Next sections involves spawning mimics to get a KI that requires picking up.
    More trash until you get to a door that requires activating with the KI to pass through.
    After is another door that requires the same thing, but with 2 KIs.

    Second boss has multiple stops where it goes underground, I had 3 in my runs, so there's another 3 on its own.

    Last packs of trash are blocked by 2 Water doors.

    Final boss has multiple stops when it grabs and flings people across the arena, it's invincible during this point, so forced stops. This happened two times when I've ran it.

    Total stops: 12

    Stone Vigil I've only ran once, but that entire dungeon sucks because the second boss is one of the worst ideas ever conceived for a boss fight in this game.
    Off the top of my head though, I can think of at least 3 "kill before passing" doors, and that point where you have to stop and fire cannons at the Dragon multiple times for it to spawn monsters.

    Compare the sheer number of stops in these dungeons to previous, which only had one or two stops/doors per section at most.
    It's not that it's 2 seconds, it's that the sheer number is ridiculous.

    I have no issues pulling everything at once or one pack at a time. SR or no SR. The fact is the forced stops really make the dungeons irritating to run.
    (3)
    Last edited by saeedaisspecial; 07-12-2014 at 05:37 AM.

  7. #37
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by saeedaisspecial View Post
    Let's go over for a second and look at all of the forced stops, again, it's not that it's omg 2 seconds! It's the sheer number of them.
    I don't think there are as many as you are saying there are. You should count them out per dungeon.
    (0)

  8. #38
    Player
    saeedaisspecial's Avatar
    Join Date
    Sep 2013
    Posts
    290
    Character
    Kool Kat
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Brill_ View Post
    No there was wasn't. Before your options were speedrun or get kicked. There was never an option for non-speedruns.
    One was a player choice, the other was a developer choosing for you. There is a big difference.
    In Brayflox and the older dungeons the devs weren't forcing you to one play style or another.
    (0)

  9. #39
    Player
    Plainview's Avatar
    Join Date
    Sep 2013
    Posts
    43
    Character
    Licinius Crassus
    World
    Ultros
    Main Class
    Gladiator Lv 70
    You can still SR Bray quite effectively it seems to me...and you get more myth to boot since it's 60. Now that you get 100 myth from new content, you expect to be able to SR as easily as a lower level dungeon (vis a vis Bray)? Is that correct?

    You do have a choice. You can still do big pulls and run faster...but you won't get 9 min clears. Frankly, the fact that you get twice the myth you got from Bray stands to reason that even a SR of the new content should take longer...hense these would-be roadblocks.

    If its super-fast soldiery you are after...30 down from 45 is not a big hit. I for one welcome the change of pace though I'm sure it won't last long.
    (2)

  10. #40
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by saeedaisspecial View Post
    Let's go over for a second and look at all of the forced stops, again, it's not that it's omg 2 seconds! It's the sheer number of them.

    Tam Tara:
    Locked wall until mobs die after the first 3 packs, WITH an invicible monster that can't be damage until other mobs die.
    Right after, the same thing.
    I don't see how this is a forced stop. It just means you have to follow a kill order and can't AoE everything down.

    Quote Originally Posted by saeedaisspecial View Post
    First boss.

    Next tunnel is 2 packs on monsters.
    After that there are 3 rooms each which require running to and activating coffins to spawn additional monsters.
    All of these need to be done to open a door to the second boss.

    Second boss has to go through dialogue to even spawn.
    You can click on coffers while progressing. Again not a forced stop. I don't recall a dialogue making the boss spawn. So I will give you 1 here.

    Quote Originally Posted by saeedaisspecial View Post
    Next tunnel is two packs of trash, then an invincible monster that requires it's tethered mobs to kill, and that also spawns monsters.

    Total stops: 1
    Again you have to follow a kill order. That is not a forced stop. That is more battle mechanics than anything. So sorry you can't AoE.

    Quote Originally Posted by saeedaisspecial View Post
    Hullbreaker:
    No real stops up until the Ape which requires the mobs in front of it to be killed.

    First boss.

    Next sections involves spawning mimics to get a KI that requires picking up.
    More trash until you get to a door that requires activating with the KI to pass through.
    After is another door that requires the same thing, but with 2 KIs.
    Those mimics can be triggered way in advance. Not a forced stop and the tank can be running ahead while the healer picks up tablets. Which is also not a forced stop.

    Quote Originally Posted by saeedaisspecial View Post
    Second boss has multiple stops where it goes underground, I had 3 in my runs, so there's another 3 on its own.
    We can pull apart almost any dungeon that has a fight mechanic similar to this. King Behemoth, Lost boss in Bray HM, Cutter's Cry, Acheron just to name off a few.

    Quote Originally Posted by saeedaisspecial View Post
    Last packs of trash are blocked by 2 Water doors.
    You can run through the doors. They aren't a forced stop as you can chain everything together.

    Quote Originally Posted by saeedaisspecial View Post
    Final boss has multiple stops when it grabs and flings people across the arena, it's invincible during this point, so forced stops. This happened two times when I've ran it.

    Total stops: 5
    This only happens on the last tentacle. Otherwise you can be dps'ing arms etc. So less that 10% of the fight.

    Quote Originally Posted by saeedaisspecial View Post
    Stone Vigil I've only ran once, but that entire dungeon sucks because the second boss is one of the worst ideas ever conceived for a boss fight in this game.
    Off the top of my head though, I can think of at least 3 "kill before passing" doors, and that point where you have to stop and fire cannons at the Dragon multiple times for it to spawn monsters.

    Compare the sheer number of stops in these dungeons to previous, which only had one or two stops/doors per section at most.
    It's not that it's 2 seconds, it's that the sheer number is ridiculous.

    I have no issues pulling everything at once or one pack at a time. SR or no SR. The fact is the forced stops really make the dungeons irritating to run.
    I don't think these are as forced as you make them out to be. You are just unhappy you can lock out mobs or aoe every pack down.
    (9)

Page 4 of 8 FirstFirst ... 2 3 4 5 6 ... LastLast