




That would be a nice step towards something better imo, but even at i230 minimum by the time the average item level of parties hits i250-i260 its just faceroll again :/How about this then. Make the story dungeons easy, and the optional dungeons a bit more difficult.
Say, if Xelphatol is 210ilv, then Gubal would be 230ilv. Most people playing casually can reach that and it would allow for a more challenging and fun experience.
Sometimes I like to feel like a healer in dungeons, not a DPS that occasionally heals every 40 seconds or so.
So maybe they could start trying that though and see the response and then maybe they can start adding some dev time into making some extreme versions of the dungeons that offer maybe a bit higher item level versions of the gear it drops, maybe dyeable if possible, and hopefully a bit more of a tome reward for taking on the higher difficulty. You can't make the rewards too much higher though I don't think...because they don't want to alienate people who enjoy just doing the easy modes or the people where the easy modes are difficult enough for them.
Yeah I definitely like to heal and push my limits so I am with you on that. Just have to remember that a lot of us have been grinding weekly tomes since 2.0 launch so sometimes people might just want to get it done quickly instead of doing something difficult every day so I think we might need to have both modes; the Expert we have now and then Expert Extreme or something that offers a bit more rewards? I don't know just rambling thoughts I had and trying to think about what other points of view might think about difficulty changes![]()
Last edited by Miste; 11-17-2016 at 11:08 AM.




A higher difficulty would in itself be a deterrant for speedrunning. You can't speedrun if you actually have to heal and mitigate for each pack of mobs.

Very true, I'm sorry I only have one like to give. This is why I liked it when dungeons first came out for a while they weren't able to run through them, didn't last long but I enjoyed my moment. Things like poisons and vulnerability, silences like in PoTD where it lasts for a while, potent paralyze, tank busters ..things that could be dispelled. Of course all of your suggestions in itself would make the dungeons a ton more fun and stop the "I'm going to pull big". They talked about dungeons in 4.0, lets see what they do.
This reminds me of a SCH I met doing roulettes. We were in Cutters Cry and we were doing just fine until the second boss. The Sludge was killing people, he couldn't keep them up. He wasn't level 40 yet so he didn't have Leeches. He did have Fey Caress, but had to use Whispering Dawn. We found out after that he was very low in gear and ilv. We explained about gear and he said he would like to try one more time and if it was that bad he would leave and gear up, come back. We said sure. This time though took some extra pre-cautions such as using HQ Potions with their shorter cool downs. Anyways, we got over it and we did a full run for gear. Got him some real nice upgrades that made the boss a bit easier. In the end he explained, he didn't do it because he was being lazy but that the game up until this point has been such a breeze he's never had an issue and just upgraded what he could as he could.
This goes back to what you said about how powerful heals are. I was wondering, instead of decreasing the power of the heals. Would it be a bit better to have that debuff appear more that decreases the amount of HP healed? The only ones that come to mind are the spiders in Tam Tara Hard Mode, but they die so fast I can esuna as I dmg deal and he lives. Sure the ability in itself is manageable still like I just mentioned, but add that with a pack of mobs that one gives a frontal attack that adds a DoT but has decent damage. The two paired up..might be nice.
Last edited by Leigaon; 11-18-2016 at 11:49 PM.


I wont say heals aren't powerful because yeah they are.It is powerful heals that allow you to ignore non-lethal mechanics, because the damage you took has no consequence. The healer won't run risk of going OOM because he has to heal the damage you took and he won't risk having to let the tank die because he's busy fixing your error either. He'll dip out of cleric stance, hit Essential Dignity/Lustrate/Tetra, maybe throw a HoT and then go back into cleric stance. The error is fixed in under 5 seconds with one or two casts at negligible mana cost. This trivializes any mechanic that isn't completely unforgiving and why all "hard" encounters rely on lots of insta-kill and wipe mechanics.
As for mass pulls - that one is a little bit more complicated because it's indeed a matter of incoming healing vs incoming damage, as the stream is continuous. So you "can" theoretically work with increasing the damage, reducing the mitigation or reducing the incoming healing.
Reducing the mitigation might be warranted to some degree, but it makes tanks feel less tanky and the mitigation tanks contributes far less to the effective HP than healing. If you heal a tank with 15000 HP that mitigates 50% of all incoming damage for 4000 HP, you have contributed 8000 effective HP to his health pool. In order to achieve the same effect, he would need to get 4000 HP via gear or mitigate 60% of all damage - except then the heal would be worth around 10k effective HP. And that's just a single heal here, not multiple. That's why 3-man runs without a tank can usually continue with little issues, whereas 3-man runs without a healer result in people dying, wipes and standstill.
The issue with upping the damage instead of nerfing the healing is that it only makes things more unforgiving - In the extreme case of powerful healers and powerful damage, a healer could heal to full every second and mobs could get you to 1% every second. Now that's stress-free gaming, right? We are already at the point where healers can crit you for over half your health in a single, spam-able spell. How hard do you want to make mobs hit to match that? At this point, the issue is healer power, not the incoming damage. It's not one bit surprising that despite their low mitigation, healers rank highest in PotD. They are also the only role that has a skill flat out disabled in PvP for balance sake. How much more obvious do things have to get? >_>
but its not the core problem really. I think it's how these mechanics are triivailised in most content.for example you can clear the current expert dungeons without even having a healer in your party. take a tank and 3 dps off you go with next to no negative impact from missing a healer. hell taking a third dps actually makes things easier in many cases. globals last boss with 3 dps barely even gets gets to do anything to you..
the problem is how weak everything is more than how powerful healers are because even without healers you can still smash a huge amount of the games content and can still laugh at a lot of those non lethal mechanics..
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