Won't be a problem by the next tier of gear, I promise. Even now you can see a difference between when people were leveling up and getting their 160/170/180 ilvl gear.
Won't be a problem by the next tier of gear, I promise. Even now you can see a difference between when people were leveling up and getting their 160/170/180 ilvl gear.

No please. I actually ran Neverreap with two very good DPS from my server and it went by really fast. Dungeon mob HP only seems high right now because most people don't have amazing gear. Just imagine doing something like Snowcloak with i90 gear: a run that's usually considered a quick dungeon all of a sudden feels like a complete drag.
These dungeons aren't meant for people with really good gear, they drop tomes of law which means that they should be tuned for people that need tome of law gear. If there was a gear expectation there would be a minimal ilevel, these dungeons are meant to be used to farm Law tomes for ilevel 170 gear, I don't believe that can be disputed. As such, they should be tuned for people that don't have any yet. Of course the dungeons are easier when you have good gear, that's what happens when you overgear content.No please. I actually ran Neverreap with two very good DPS from my server and it went by really fast. Dungeon mob HP only seems high right now because most people don't have amazing gear. Just imagine doing something like Snowcloak with i90 gear: a run that's usually considered a quick dungeon all of a sudden feels like a complete drag.
I don't have an issue with the damage, it's just some of the fights really drag on. It's not challenging when I'm pulling trash packs and the healer is able to keep me alive without going under 95% mp but it's taking 2-3 minutes per mob and 7-10 minutes per boss. An average trash pack shouldn't take longer than 1-2 minutes, a 4 man boss should never take more than 5.
Last edited by Khalithar; 06-30-2015 at 12:21 PM.
Except in the case of the level 60 dungeons they also drop level 60 gear as you're completing them anyway. In reality most parties are having an easier time with the mobs as they progress through the dungeon and pick up a piece of gear or two.
It gets even easier the more you run through it, you don't even need to spend a single law tome for the mobs in those dungeons to become easier and easier with each attempt. It's actually pretty enjoyable being able to instantly see the difference a piece of gear or two across the party makes as you go from the trash after one chest drop to the next.
will go away as better gear in patches makes us op
Technically only 2/3 dungeons do, but again. People going in to those dungeons won't have the ilevel 160 greens you can get from Neverreap/Fractal and again, I feel they should tuned assuming no one has that gear. To clarify though, I'm fine with the difficulty, the final boss of Fractal for example does some pretty hefty damage. Even if you know the fight it still really drags on to the point where I'm more like "I just want this fight to be over!" As far as time goes, I'll say that the final bosses in Aethero is a more reasonable amount of time to kill, I noticed that dungeon is definitely tuned more towards people that are coming in there right after dinging level 60, the damage is still high and if you don't dodge those telegraphs correctly you'll get destroyed very fast regardless of how good your gear is but the fights don't last very long.
The increase in 3.0 Dungeon mobs HP is SE reaction to how people were rushing dungeons in 2.X era by gathering them all on one giant Mob as a means to kill enemies faster rather than killing them group by group.
2.X dungeons often caused people to mob gather and kill them all at once by spamming large amount of AoE to "Rush" through the dungeon and attempt to finish the Dungeon "Faster"
You can only blame the community for acting the way they did with 2.X dungeons and their habbit of "Rush through the Dungeon or you're a Bad Player" attitude which did plague most players in 2.X dungeons.
This attitude pressured plenty of New Tank and Veteran Tank players to try to Mob kill when they're not use to tanking in certain dungeons or when they don't have the proper gear yet for such task.
With the High HP Mobs in 3.0 Dungeons there is less need to Rush a dungeon now and more towards Tanks tanking enemy mobs group by group.
However, in exchange for this increase in HP there are now far less enemies in the dungeons and the Exp from 3.0 Dungeon bosses provide far more Exp than 2.0 Dungeon bosses to make up for the decrease in enemy mobs.
Last edited by EdwinLi; 06-30-2015 at 01:17 PM.
I find its better when tanks pull the small clusters and allow healers to help dps. It only takes forever when you pull the whole group. I am not sure the scaling with new abilities but aoe pulls seem crap. Two to three mobs burn move on. Not counting final sting I can see tanks take 12k damage in a second. Large pulls mean more crits.
The scaling is off right now. But we don't even know if these dungeons will have esoterics. You want them to have to retune every patch? I did fractal in 24 mins. Which seems decent for me. Not to be mean and I am sure you could say yes or no. But my pessimism see's Speedflox must be i20+ over content, please be able to do in 5mins. You do remember what the party finder and shouts on Balmung look like?
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