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  1. #3
    Player TheWaywardWind's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    290
    Character
    Alexander Miller
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by ThirdChild_ZKI View Post
    It's time for new tactics. It's time to BE tanks, not damage sponges while your party cleans up the mess you make.
    This, quite honestly. I'm not gonna lie, 90% of the time when running through dungeons, I want a speed run. However, as someone who mains WHM, the constant weight of needing to keep up with tanks that pull half the dungeon and then tap their foot expectantly while they take 2k damage to the face a second is obnoxious. I'm always able to keep up, but then they move to do it again and I have no MP by the second go. SoS and vials don't help, either.

    I don't think that whenever SE develops a dungeon their first objective in mind is, "How can we make them run this as quickly as possible?" and in fact, speed runs are a the problem in of itself.If dungeons weren't so easy, they wouldn't be so "boring" to complete. If they weren't so boring to complete, then people wouldn't feel the desire to speed run, they'd want to enjoy their time spent in the dungeon (especially if you're waiting hours on end in queue). If they did this, speed runs wouldn't exist. Essentially, speed runs are more of a solution to a problem that they cause themselves. People go, "Oh god, why is running this so boring?" when all they're doing is forcing themselves through the content as quickly as possible. So they speedrun it and make it even MORE boring for themselves.

    It's a vicious cycle, but the only way to break it is to make dungeons either slower, more interesting to complete, or just generally give better rewards for more full completion.
    (8)
    Last edited by TheWaywardWind; 11-12-2014 at 09:37 AM.

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