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  1. #1
    Player
    Paladinleeds's Avatar
    Join Date
    Sep 2015
    Location
    Ul'dah
    Posts
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kaurie View Post
    As for your Brittle idea, I disagree personally. I don't think discouraging speed running with hard mechanics like that is very fun. I'd rather just have mobs hit harder, so that mass pulling is scary when you first enter it. Then as the patch goes on and you gear up, you can pull multiple packs together. This helps give a sense of patch progression. When you can pull everything from day 1, then you never progress. If you're hardcoded (with Brittle or stop-gaps etc) to never pull big groups, then you're never going to feel like you're progressing.
    I have a better idea... why not add a soft-enrage type mechanic to them. So the longer you fight the mobs, the harder they hit. So if you're all on the ball, they can strike them down and you can keep a healthy flow of combat going on, but if you aren't, then you won't focus on the right enemies and your tank will get blown down.
    (1)
    White Mage ~ Scholar ~ Paladin
    Quote Originally Posted by Spiroglyph View Post
    Boi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing

    As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.

  2. #2
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Paladinleeds View Post
    I have a better idea... why not add a soft-enrage type mechanic to them. So the longer you fight the mobs, the harder they hit. So if you're all on the ball, they can strike them down and you can keep a healthy flow of combat going on, but if you aren't, then you won't focus on the right enemies and your tank will get blown down.
    That could work.

    One thing I also like in WoW is that there is usually 1 mob per pack that really needs to go down first - or at least be interrupted. Otherwise it will do massive aoes, fear you into other packs etc. So it works well to have at least 1 DPS focus that, instead of AoE'ing. It would work well here, where say a caster could AoE and melee could focus that mob. I think having this would help make pulling larger groups more difficult (as there would be more of these mobs to deal with). Though, once you gear up, it could be do-able if you're on point.
    (0)

  3. #3
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,865
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kaurie View Post
    That could work.

    One thing I also like in WoW is that there is usually 1 mob per pack that really needs to go down first - or at least be interrupted. Otherwise it will do massive aoes, fear you into other packs etc. So it works well to have at least 1 DPS focus that, instead of AoE'ing. It would work well here, where say a caster could AoE and melee could focus that mob. I think having this would help make pulling larger groups more difficult (as there would be more of these mobs to deal with). Though, once you gear up, it could be do-able if you're on point.
    We have this in dungeons where a mob will cast a Void Call or Dragon's Blood. Those mobs need to die first, and need to have those moves stunned, or else they spawn something harder to kill.
    (0)

  4. #4
    Player
    Melorie's Avatar
    Join Date
    Mar 2016
    Posts
    682
    Character
    Melorie Valliere
    World
    Behemoth
    Main Class
    White Mage Lv 81
    Most people here aren't even asking for it to be uber hard, but seriously, it doesn't need to be boring.
    (3)

  5. #5
    Player
    aesteval's Avatar
    Join Date
    Jun 2015
    Posts
    956
    Character
    Tae Sylphanas
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Sandpark View Post
    Allowing tanks to tank 15-40 monsters is like allowing a DPS to spam AOE until 40 monsters are dead.
    AoE appears to only be able to hit a limited number of targets at a time as it is anyway. Testing in a low level dungeon, Circle of Scorn appears to only hit the first 15 or 16 targets. In theory a tank shouldn't be able to hold aggro on more targets than that. I don't really have definitive proof, but...
    (0)

  6. #6
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by aesteval View Post
    AoE appears to only be able to hit a limited number of targets at a time as it is anyway. Testing in a low level dungeon, Circle of Scorn appears to only hit the first 15 or 16 targets. In theory a tank shouldn't be able to hold aggro on more targets than that. I don't really have definitive proof, but...
    I remember a version of this topic in XI called Summoner burns. Someone would go pull the entire zone than summoners would astral flow(something like AoE Lb3) all the enemies, and gain x levels really fast. I think in Dzemael just recently tank pulled 1st portion of zone and we killed 25+adds, granted no big burst spells at that level.

    Things of that nature omit any mechanics any monster had to begin with when a tank can hold aggro and not die to multitudes of enemies.
    (0)

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  7. #7
    Player
    Radiosuitcase's Avatar
    Join Date
    Sep 2015
    Posts
    23
    Character
    Lilia Grey
    World
    Exodus
    Main Class
    Monk Lv 43
    Actually the dungeons are fine.
    (2)

  8. #8
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Kaurie
    Why would Yoshi reference being wary entering new dungeons with a new ilvl change, if he was meaning if you were in the maximum gear of 3 patches ago? They just had 3-4 months of 'catch up content' giving away ilvl 240 gear like candy. If you decided not to take the free candy, regular lore tomes from doing dungeons would have given you ilvl 230.

    As for your Brittle idea, I disagree personally. I don't think discouraging speed running with hard mechanics like that is very fun. I'd rather just have mobs hit harder, so that mass pulling is scary when you first enter it. Then as the patch goes on and you gear up, you can pull multiple packs together. This helps give a sense of patch progression. When you can pull everything from day 1, then you never progress. If you're hardcoded (with Brittle or stop-gaps etc) to never pull big groups, then you're never going to feel like you're progressing.
    For some reason I forgot all about the lore currency previously because I stopped playing for awhile. Yeah the two new dungeons should have been tuned to 230 minimum.

    If monsters just hit harder then the issue of people asking for nerfs would be increased, because some people already have enough trouble doing rotations and reacting to mechanics as is. You toss in extra add damage then the gap is widened.

    What you call scary may be true at first. But you see current post here saying that it is trivialized as your ilevel grows and it contributes somewhat to the view that content is too easy. There is still progression, a comparison would be having flare or dreadwyrm trance at level 10 versus having to progress through the smaller/weaker spells like Fire 2. Brittle could work the same way in that as your ilvl increases, your threshold before becoming brittle would be larger.

    The entire dungeon is not expected to have a ton of mechanics, or they would just create every enemy inside to be a boss. Each zone or dungeon in itself is designed to offer progression in it's own instance. Play mostly any Final Fantasy and you don't only fight difficult stuff throughout the whole dungeon. There are weaker enemies on the way to the bad guy.
    (0)
    Last edited by Sandpark; 10-06-2016 at 09:54 AM.

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  9. #9
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    That is already in the game it is called enrage timer. That is usually assigned to bosses though.

    People pull lots of regular enemies because they are squishy and don't hit hard. I don't think normal monsters would live long enough for an enrage timer to kick in. Hopefully SE looks into Brittle because tanks should not be able to tank tons of enemies at the same time. That is what off-tanks are for.
    (0)

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  10. #10
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    I feel like there is another issue in play. As it stands each set of dungeons have an pattern to their entry/average levels, usually being a set increase of say, 20 or so. The Level 60 besides ARF start with an entry level of 145-150 then the next set move to i160 then i180, then i200 then i210. As a result they will always be behind the capped currency gear of the relative time frame. The pattern seems to be that the first half og the raid tier includes dungeons that ate 50 ilevels lower then Savage gear followed by dungeons that are 40 ilevel lower than savage gear.

    This means that anyone who raids or manages to cap tomes for a few weeks will always over-gear the dungeon. And this pattern will continue in the next patch which will give gear equivalent to the Eikonic gear.

    This happened in 2.X as well while the sclae is lower due to upgraded tomegear not being a thing until Soldiery, the dungeons were still vastly overgeared due to starting form an ilevel close to the character level and increasing form there and there being no ilevel sync until later

    This also means that ultimately unless they treat dungeons like raids into terms of at least entry requirements and scaling (the backlash to AK and Sirius pretty much ensures that being as likely as Blizzard going under), or change the pattern so that instead of 2 dungeons with the same requirement,s we'd have four with 2 at the beginnign and middle of the tiers and change the requirements (and Changing Expert roulette's rotation to a 2-4-2-4 pattern instead of consistent 2 per patch pattern) to match (say 4.1 and 4.2 both need an ilevel of 330 to enter instead of 4.1 needing i300 and 4.2 needing i320), then anyone that can at least cap the tomestones will always be stronger than the dungeon is made for
    (0)
    Last edited by Morningstar1337; 10-06-2016 at 11:43 AM.

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