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  1. #61
    Player
    Annah's Avatar
    Join Date
    Sep 2013
    Posts
    529
    Character
    Annah Gynnterais
    World
    Brynhildr
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Beskar View Post
    Aurum 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).
    ^ This

    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
    (0)

  2. #62
    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)

  3. #63
    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)

  4. #64
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Annah View Post
    ^ This

    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
    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.
    (0)

  5. #65
    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)

  6. #66
    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. #67
    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 Sandpark View Post
    I think that interview was speaking of players entering at 210. If you completed raids before these dungeons you were already above that. As for the mass pull thing, enemy HP boost and defense would make that less likely but doesn't get to the root of the issue.
    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.

    Quote Originally Posted by Radiosuitcase View Post
    Actually the dungeons are fine.
    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.
    (2)
    Last edited by Kaurie; 10-06-2016 at 09:30 AM.

  8. #68
    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. #69
    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.

  10. #70
    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)

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