Did SE say something about wanting to stop speed runs?
Did SE say something about wanting to stop speed runs?
+1 to "No reason to stop speed runs"
Suppose you've been through a particular dungeon numerous times already. Maybe it's the highest level available at the time. Maybe there is some reward from it that you would like.
So you think to yourself "Ugh, this is lame doing it AGAIN!". Speed runs are the solution to that problem: you can challenge yourself and your friends to see how fast you can do it, so as to relieve the boredom.
Speed runs are good.
When they put in all the hard stops (gates, walls, etc) after Brayflox HM, I was sad. That's the "anti-speed run" mechanic already in place. Really pathetic that even that is present - but hey, design decision: I can find a different game if it's truly unbearable.
There's more to making mobs difficult than simply increasing their attack power. Imagine a mob with a spike damaging ability, say about 1000 damage for example's sake. It uses that ability on CD, say, 15 seconds. Say that mob is accompanied by another mob that constantly applies a buff, reducing that recast time by half, and any other types of those mobs can further reduce that recast time. Or, consider a mob that ignores aggro and attacks the healer with an ability that reduces their MP in addition to HP. Wouldn't want to pull three packs full of them at minimum level, right? Dynamic mobs would encourage parties to cooperate more to come up with different strategies, and would discourage speed running from those that aren't skilled enough to do it, while still allowing another level of challenge for those that are up to it.The only problem I see with the "Harder" part is that they have to leave the mobs weak enough for a party who is only at the minimul ilvl to complete. So unless the Ilvl cap is only 10-15 above the minimum, people will still severly outgear the content and speed run it anyways. Not sure exactly what you mean by dynamic, but if you mean that everything in this game is basically just a reskin of "Trash mob 01" I would agree that the mobs are pretty boring and un-threatening.
Bye bye raids. Also bye bye BLMs and SMNs. And bye bye to the tanks and healers that die of boredom.
Your nerfs would just kill the game. I mean come on, I'm not even main or alt healer and I was already complaining that tanks weren't taking enough dmg for me to have fun healing, and you want no more than 3 mobs on a tank?
XD he don't like speed run, and think SE too, the problem is just the game is not balanced for the easy dungeon but for the raid, so SE will not nerf for the easy dungeon it would kill the game. Also if you don't like to speedrun don't do it, just raid more if you want any difficulty. but if you don't like the speedrun why would you like the difficulty. so i think FFXIV is not your game.
They already curbed speed running in the new dungeons by making every pack take twice as long to kill to exhaust your CDs quicker, hit harder in general, and twice as many roadblocks.
They just need to add a kiddie pool for the people that doesn't want to speed run.
In a lot of the 2.5/2.55 dungeons and current 3.0 dungeons - there's many roadblocks that doesn't open until you defeat the pack of mobs before it - it is already catering to the non-speed runners.
I got better stuff to do than sitting in a dungeon for 1hr.
About those changes to aoe tanking, no and a big one at that. Thing is, if my overpower only hit 3 mobs, what about the other 1+ mobs every time a single pack is bigger then 3? Should we give the healer some tank ability or stance to deal with those mobs?
And really, is speedrun a problem now? Sure, I have not been in all the new dungeons but those I have been in has been pretty much anti speedrun, and not by nerfing skills or buffing mobs bur rather by dungeon design... not that they take that much time anyways. Think 25mins is the most I have spent in the new anti-speedrun dungeons, proving that a dungeon can be designed to stop speedruns while at the same time not take 1 hour.
I'm rather surprised no one has mentioned this yet in 3 pages of replies, but it wasn't that long ago that Flash and Circle of Scorn were BUFFED to help PLD's hold AoE hate better.Flash - Off global cooldown, new cooldown 20 seconds (Allows them one free pass to get aggro, but then they have to swap targets to maintain enmity, good luck with your aoe spam)
*or*
Flash - Single Target spell, 10 second cooldown. Blinds enemy and generates moderate enmity on a single target, grants bonus enmity on targets unaffected by Rage of Halone's debuff. (Considering how easy the Devs seem to want to make tanking, this might be a bit of a stretch but it should be possible to handle a group of 3-4 with this. Worst comes to worst, PLD's learn how to use bodyguard)
*or*
Flash - Same as it is now, but now applies a stacking buff to enemies creating heavily dimishing enmity returns for every flash. Wears off after 10-15 seconds allowing full enmity gain again....or just make it so it can just flat out only generate enmity every 10-15 seconds. (PLD can keep their ezmode enmity generation, but mechanically sound PLDs will probably find they have trouble holding aggro on more than 4-5 mobs against BLM's spamming flare. For less skilled PLD it will be impossible)
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