I don't get the idea.I can see one risk though - where should be it available? In dungeons aswell? That would result in scenarios like pulling pack of adds, HG, killing one, wipe, restart, pulling pack of adds with 1 less, HG, killing one, ... U got the idea. SE to introduce reset timers mechanic should also reset the packs of adds who wiped party or sth on that matter to balance the game.
When in doubt, assume sarcasm
Why do people come up with such ridiculously niche scenarios. If this was even in dungeons, which I don't think anyone is really calling for, are you seriously suggesting a material number of people would be going in and abusing Holmgang to kill Neverreap adds one at a time? When all the dungeons are faceroll anyway? If someone generally wanted to do that, so be it, they will be in the dungeon >hour. There is no reason to deny a QOL change that a lot of people would appreciate, because of something that in all likelihood would never happen anywayI can see one risk though - where should be it available? In dungeons aswell? That would result in scenarios like pulling pack of adds, HG, killing one, wipe, restart, pulling pack of adds with 1 less, HG, killing one, ... U got the idea. SE to introduce reset timers mechanic should also reset the packs of adds who wiped party or sth on that matter to balance the game.
I don't deny it, I alone am looking forward into that but I just gave a first sample where that reset timer can bring more harm than good. And it was just after 5s of thinking, possibly there are more scenarios which are more dangerous to gameplay than this and even if SE was to introduce it they MUST be caution. You would probably implement it straight away and after 1 week a loads of exploits would come up, wouldn't u?
If cooldowns reset on wipe which resets the -whole- encounter itself, I can hardly see how it can be exploited. People still need to start from scratch, nothing that was killed on previous attempt stays killed. At most it makes the trial and error a bit more bearable.
If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.
Except that your scenario doesn't really work in HW dungeons, where artificial barriers break up trash pulls so that there's at LEAST 2-3 "groups" that must be pulled separately before each boss which would make the "pull, kill, reset and move on" method significantly slower.
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