


When in doubt, assume sarcasm

Not easy enough for speed runs. If you try pulling everything, the party will die.
Source: Someone who just leveled for the first time 2 or 3 months ago.
Most dungeons should be pretty easy though. The raids and extremes should be hard. If they make content that's required for the story hard, they would have a much smaller player base.



When in doubt, assume sarcasm

Sure you have... As if anyone would believe you were doing speed runs without even knowing the dungeons... You are claiming this when in reality you did it with alts who got gear from your main. You don't have the kniwledge or health to do it when firsf leveling, which is what the difficulty is designed for...
If you did it while farming, then you've already pointed out that you had run it a ton of times. Of course you will know the fight by then... If you are farming end game, you also have better gear than someone who just reached it..
Last edited by Cirgellon; 06-08-2015 at 11:42 PM.
This boils down to OP wanting the game to play more like XI, probably another tank being yelled at for pulling 1 set at a time and decides to make a thread to feel better about not understanding XIV. Its not broken, its just not what you are used to. If you are not strong enough you cant pull lots of enemies. You are just asking for everyone to be put at your skill level.


The first time you do a dungeon, it is fun. It's probably still fun the second or third time. After that, the fun starts to wear thin, and by the hundredth time, you're not there to have fun - you're there to get it done and move on. That's not to say it isn't fun (though many WOULD say that) - it's just that the source of the fun has changed from "I want to explore this new environment" to "I want to progress my character". In any dungeon, you eventually reach the point where you value efficiency over admiring the scenery, and that's where speed runs come into play.
DPS aoe attacks have the greatest damage potential of anything a DPS can do. The more mobs you pull, the more damage your DPS can do using these attacks. When striving for efficiency, the best thing a tank can do is pull as many mobs as they can and still survive and maintain enmity.

I dont see anything wrong with the dungeons in this game. I do wish the new ones that come out were harder but even those drop ilvl gear we are way past already.
You want a harder dungeon try this. Take off all your gear and go in with ilvl gear just under what drops in that dungeon. Then come back and tell us how you can speed run it.
I would like to see them add in a savage edition for each of the dungeons that ramps up the dmg you take.
I don't really care what they do but they gotta do something. If Alexander savage is the only difficult content in the game, Heavensward will be incredibly stale
I mean even WoW is about to get Mythic dungeons so.... Ultimately they need both, increased damage and more gimmicks. The biggest problem I see with the dungeons is theres really isn't much punishment to failing mechanics, mainly because the damage is so weak. The first boss in Keeper of the Lake is a good example, you can have every canister blow up and not wipe. Also the last boss in Amdapor Keep HM, he got a big frontal cone AoE but it barely tickles and only stuns you for like 2 seconds. I could keep going but you get the point.
I think Pharos Sirius had really good design to stop people from pulling the whole dungeon at once. They had corrupted sprites with heavy hitting AoEs, pull 2 of those things and your probably going to wipe. I'd much rather see stuff like that instead of gates where u need to kill enemies to get the key. Make the enemies tough enough to where pulling too many is suicide, instead of just putting gates everywhere.
Last edited by Whocareswhatmynameis; 06-09-2015 at 12:52 PM.
I'm going to go with over geared.
When something is new. pulling more then 1-2 groups of mobs = death to party.
+ 30 Ilevels later and you can pull 2-5 or to 1st gate.
+ 60 ilevel pull to 1st gate.
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