Quote Originally Posted by Jinrya-Geki View Post
You know, you have the ability to tell people you don't want to speed run. If the majority of the party wants to speed run you have to. Just like I have to slow down if the party wants to.

If you don't want a speed run you can leave the duty. You want to go slow means you have time to kill so you can wait for the next duty.

But it doesn't matter, the speed of the party. It's the mechanics like the gates, fall drops, trigger spawns. It's all boring and reused over and over and over.

Make a random generated puzzle or something if your gonna force me to atop. Make it interesting.
Again though? How fast do you want to go?

I mean even in the ex roulettes...as a roughly ilvl 110ish healer my PuG groups live and get through it (doing the larger pulls) and we finish sub 30 mins....I don't know the exact times but I only cast protect once. Even if they do 'traditional' pulls, we finish sub 30 minutes.

Each of these dungeons has rewards...likely the reason you're 'farming' them and want them to be 'quicker'. In addition, you get a daily bonus reward for doing the EX roulette. SE likely based the value of the reward on how much time they thought you'd spend in there. Or more accurately...how much time they want you to spend in there. The reason the rewards are higher is because they expect you to spend 20-30 minutes a day on it and feel that time=that reward. I get you are saying 'but if I can do it faster, that should be my right/reward for the effort' But you're not seeing it SE's way. They basically are creating soft locks...because while the one tome is capped (Philo), the other is not. It's an MMO...it's filled with stop/go progression mechanics.

Still, it's a minor problem because as i said in my previous post, even if you had no 'gates' and could pull an entire floor...it wouldn't end well. The gates (for the most part) are located at the max amount of enemies the party can likely handle. ...Assuming ave ilvl of like 110-120ish.

As WHM i can tell you I don't have people dying...but there are pulls I'm using basically every cooldown I have+ stance dancing whenever possible so you can shave a couple seconds off a run. The DD's aren't working equally as hard (AoEing is AoEing, doesn't matter how many mobs...for most roles anyway)....even the tank isn't working that hard (personally I'm happy when I see them use at least one cooldown...you have no idea how many tanks pull large pulls and don't even bother mitigating their incoming damage at all) and SE already stated, they did not like the pressure to speed run placed on healers. They said this not because it's not doable...but because it makes healers carry more than 25% of the party load. (This is not me complaining...I like knowing that I can be 'pushed' and succeed...but I don't always want to be 'used' by random strangers I don't know so they can exit the dungeon 3 minutes faster, never to see me again).

So maybe you'll get speed run dungeons back once they can figure out how to spread the party load on a speed run so it's success doesn't live or die quite literally on the healers skill...although I seriously doubt it. As of now, they basically put gates up at 'largest managable pull'

As to 'if you're gating me make it interesting' You just complained things were too slow...now you want to do puzzles? Because that wouldn't get old by about run number 6.


Also on falls...once again, want it to go quicker? Fall and STOP... do not keep running off. Fall and stop at the point so 1-2 Cure III's and you're set...there is always that dude that runs off....always.

As to the 'recycling' everything is recycled...not just in this game, but all video games. Killing mobs is killing mobs...it's why DD's have 'rotations' and debate how/when to use each skill for max. output....because even killing things is rinse/repeat. And if you want speed runs, you are basically relying on 'just do your AoE rotation over and over' to work....no greater skill/thought (again on at least the part of the DD's) involved.