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  1. #21
    Player
    Dement's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Dement Drachte
    World
    Coeurl
    Main Class
    Warrior Lv 78
    I agree with you on all points except for the walls in dungeons. Unless they greatly reduce the size of the dungeons so that I only have to kill 2 packs between bosses, then no thanks. I agree with some of the above posters in that I rarely if ever do my expert roulette because I don't care for the constant bottle necking.
    (0)

  2. #22
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Please lay off the walls and forced stops in dungeons. It's lazy design and dumb when dungeons are only added that are 30 to 40 ilvls behind what most people are geared in. Killing 3 trash mobs at a time you crush with 40 ilvls on release is just uninspired dungeon design. When you have boring, laughably easy dungeons that players are required to spam for months, is it any wonder people figure out how to be efficient and speed run? Your dungeons are linear, boring and hugely under tuned. Putting a wall every 3 mobs doesn't fix any of that.

    Better inspired and designed dungeons please. Not walls.
    (7)

  3. #23
    Player
    Seryl199's Avatar
    Join Date
    Sep 2013
    Posts
    549
    Character
    Delferia Seule
    World
    Siren
    Main Class
    Astrologian Lv 60
    Instead of the forced walls, I'd prefer enemies that are a challenge, and foes that prove more of a challenge when grouped together. Right now, if you have the healing throughput and proper mitigation, you can pull wall to wall in pretty much any instance. I'd rather something like mobs that buff each other, so that making larger pulls becomes progressively harder, or perhaps mobs that exhibit different behavior if they are in the presence of other specific mobs, such as adding an AoE ability or CC effect to their movelist, but only when pulled into another pack with the same type of enemy, making the party deal with 2-3 raid wide damage attacks in a dungeon where there would otherwise be none in trash.

    As it is now, one of the only places that makes me wary of mass pulls is Pharos Sirius, but boy is it fun. There are vulnerability debuffs abound, Gravity III for some serious hurt, Divide to be CC'd, and with crystals falling on your head all the while. Mobs are varied, interesting, and dangerous, and you actually need to know how to react to them in order to pull them en masse. I'd like to see more along this vein.

    Other than that, I agree with most of your points, and I'll take any excuse to use healer LB 3 more, though instead of a shield, I'd ask for the animation lock to be reduced significantly.
    (1)

  4. #24
    Player
    Recaldy's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    767
    Character
    Recaldy Northwind
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Akuryu View Post
    Frankly this is why I have stopped doing dungeons completely. I ran the 3 new ones in 2.5 a few times each, then almost never again. I can't even recall the last time I queued for expert roulette. The dungeons are already too easy and offer weak rewards. Making them more tedious and take longer just makes me not want to do them.

    It is so dreadfully boring to pick apart 3 easy enemies, because there is a wall in the way and we can't move on until they are dead. Wall goes down... here are 3 more enemies and another wall. ZzzzZzzzZ

    I'd be curious to see the data on dungeon participation. Be willing to bet more people ran dungeons back in the speed-run era of Brayflox and Wanderer's Palace. People even formed PF groups to run them. Those dungeons were not hard, but at least you could get through them quickly.

    Now if SE would design dungeons that weren't braindead-easy, and actually posed some challenge... and if the rewards were actually interesting... I'd be more willing to take my time and trudge through them. But we all know the community would never stand for that.
    This. Please this. I WANT to enjoy...but can't. QQ
    (1)

  5. #25
    Player
    CrystalRainbow's Avatar
    Join Date
    Sep 2013
    Posts
    807
    Character
    Crystal Rainbow
    World
    Balmung
    Main Class
    Archer Lv 80
    *Healer Limit Break 3 needs to include a 10-15 second barrier effect to allow parties to recover sufficiently enough to continue fighting through the weakness effect. I've seen too many situations where a party that was raised by LB3 were wiped out seconds afterward due to a lack of recovery time.

    I would sooner they just removed weakness effect on LB
    (0)

  6. #26
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    More dungeons like Cutters Cry 1.x please.
    Where the team get splitted up into 2 teams to defeat enemies in 2 seperate rooms at the same time to unlock the portal for the next room. If the enemies don't get defeated at the same time another portal show up that send the party members back to the previous room.
    (0)

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