^ ThisAurum Vale a place where things can so easily go horribly wrong. In my opinion, this is one of the few dungeons which tells you how to pull properly as a tank and avoid patrolling mobs and damage pits for everyone else. That or people start moaning as they can't get it over in 20 minutes (which you roughly can if you don't do stupid mistakes).
It's literally the only dungeon we have in the game (Stage 2 Brayflox and Stage 2 Dzemael Darkhold) that has roaming mobs all over the place
Most people here aren't even asking for it to be uber hard, but seriously, it doesn't need to be boring.
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...
It's the only example of old school dungeon (instance wise) that we have in the game, due largely in part to its forced difficulty if level capped. Not even those other dungeons come close thanks to that. The more that people hate on that place, the better the proof we have that we're just are not realistically wanting of dungeon/raid difficulty outside of Savage or Extreme... as if Steps wasn't evidence enough of that. Even if someone likes the challenge of the dungeon, but dreads the idea of pugs for it, it's just reinforcing the idea that we're better off without.
Actually the dungeons are fine.
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.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...
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.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
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.
Heh, in what manner do you mean? They are ridiculously easy. They offer no sense of progression. They are linear pathways with boring mobs. They have few to no interesting mechanics. They're pretty much a snoozefest.
I find them fine when I queue with 3 friends and we chat on Discord about totally unrelated things as we randomly push buttons for 15 minutes. That's mostly because they are not fine, but chatting with friends is fun.
Last edited by Kaurie; 10-06-2016 at 09:30 AM.
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.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.
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.
Last edited by Sandpark; 10-06-2016 at 09:54 AM.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
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.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.
White Mage ~ Scholar ~ PaladinBoi 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.
That could work.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.
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.
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