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  1. #11
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    I think a lot of it has to come from the way that iLV plays a part in dungeons and beyond it seems to be that a group can get to a point where they have to perform to some standards on their jobs, but as you get up there in iLV, the groups die faster and it gets easier. You can ignore mechanics, you don't have to activate cool downs.

    There was a Scholar a while ago, while I was doing leveling roulette, and he couldn't get past the second boss in Cutters Cry. The sludge was killing us. He didn't have Leeches, so it was difficult to heal through. We looked at his gear and saw he didn't have much, some of it was low level or blank spaces. We asked, and he was really nice about his answer. It was mainly "I haven't had to really heal anything until now." That fairy really does a lot but we barely made it through by pulling together and in the end we made a full run to get him some chest gear. Luckily a few pieces dropped! Even though we got through it, it showed that our characters quickly get overpowered.

    When 3.0 first came out people were struggling to an extent, maybe not everyone but a lot were..things were dying slower, things hit you harder, it was harder to heal. Tanks who were so use to being in DPS stance and rampaging through everything were dying quickly, healers who stayed in cleric weren't able to keep HP up. It's not so much these were bad players, they were placed into a situation at level 50, high geared, for so long that it became natural to them.

    Now it's happening again, we can faceroll through a lot with ignoring mechanics or job functions. In 24 man content when everyone is powered out the wazoo and things are taking half the time to die whether you put your best foot forward or not, why not slack? I'm not defending them saying it is right I'm simply trying to get into the mind set.

    There's no real threat for not doing your job to a certain skill level for about 80% of this game, only what is currently relevant.

    Quote Originally Posted by Sipherous View Post
    ...However I've been coming across a huge issue in the game that can't be addressed in any way...
    I don't think it can be addressed in any way that wouldn't take up resources to fix older content and newer. I think they were in the right direction but didn't go far enough. Staves that created an AoE buff for all the mobs, but you could just move them out. Mobs that gave a healer -%, but we're so over powered we can heal through it before they're dead. Tank busters from larger mobs, worked for a bit because at the beginning you couldn't take 2 tank busters at once. Making things that have the tanks need to use cool downs and move, or healers who have to esuna + heal due to debuffs. Enhancements to mobs that should make a dps use a better rotation..it's doable, but the work required...

    Meanwhile, I think there should be a reduction of mobs in places to compensate for the time it will take. Say for snowcloak, there's no need for all those trash until the first gate. They want to punish us for AoE'ing more than so many mobs, yet put us in situations where that's optimal at that point. Give us the trio of guys at a certain point and have one of the bigger ones have an Endgame / Boss like ability..mix that up with everything else, it would hopefully push peole
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    Last edited by Leigaon; 06-29-2016 at 10:02 PM.