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  1. #41
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,997
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Once again, "expert" only means they are currently the highest-item-level-required (and usually, locked-furthest-behind-MSQ) 4-man dungeons currently available, meaning they require the most effort to be able to access. It has nothing to do with the actual skill level required to complete them.
    (2)

  2. #42
    Player
    Jijifli's Avatar
    Join Date
    Jun 2015
    Posts
    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by ErryK View Post
    You are free to complain about expert roulette as anyone is, but you are also free to receive responses from people who think that complaining about something that needs to encompass the skill levels of 100% of the population doing endgame, is stupid. It's a non-issue, because you are doing content that has to be of a certain degree of difficulty. What might be difficult for you is easy for someone else, what might be easy for you is difficult for someone else, etc.
    Only there is no difficulty here. You literally can ignore 99% of expert mechanics and be fine, even on 210 Ilvl.

    Unless I'm a god Warrior, there's something wrong.
    (2)

  3. #43
    Player
    LaylaTsarra's Avatar
    Join Date
    Feb 2014
    Posts
    4,931
    Character
    Y'sira Kurai
    World
    Halicarnassus
    Main Class
    Conjurer Lv 100
    I love the new dungeons. They're fun. I run them multiple times a day with my alts as well as dealing with my relic obsession.
    (1)

  4. #44
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Dzian View Post
    it isn't powerfull heals that mean tanks can pull 20 mobs at once.
    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? >_>
    (4)

  5. #45
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    And here I thought I was the only one questioning balance decisions.
    (1)

  6. #46
    Player
    Yudzster's Avatar
    Join Date
    Jul 2016
    Posts
    118
    Character
    Elthia Felice
    World
    Tonberry
    Main Class
    Samurai Lv 80
    i rememebr back in 2.0 release that Amdapor Keep normal( the current end game dungeon that time) were very challenging esp in df lol
    (1)

  7. #47
    Player
    DevilsDontFly's Avatar
    Join Date
    Feb 2015
    Posts
    712
    Character
    Iroira Sinzha
    World
    Coeurl
    Main Class
    Dancer Lv 90
    Honestly I think the problem is the way SE handled the itemization of the game and the way gear stats work. Problem is not that the monsters are too weak, but the fact that the player is way too strong with the stats + all of the HW skills on top of that. We have way too many ohshit cooldowns, way too much mitigation, too many tools to make the enemy weaker or vulnerable to multiple sources of damage at once. The fact I can do any dungeon in this game as a 100% cleric stance SCH says a lot.
    (1)

  8. #48
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    SE could have savage mode dungeons on top of what they have now. Make it so mechanics must be followed or the party wipes. Offer some better rewards. I think this would be a good idea for people want a harder challenge.
    (1)

  9. #49
    Player
    Jetstream_Fox's Avatar
    Join Date
    Jun 2014
    Posts
    747
    Character
    Syvic Zivota
    World
    Seraph
    Main Class
    Archer Lv 81
    Quote Originally Posted by ErryK View Post
    That's irrelevant to what my point is, my point is that if you really want a challenge, go do Savage. Expert roulette dungeons are there for the basic rotations/DPS, not for you to be 'challenged' to the bleeding edge of your class's damage/defense/healing. Also, pretty certain Liquid Flame has more mechanics than any boss of Void Ark, that's where it was overly easy...
    Regardless, someone can still goof on something easy despite being at raid level. This game is just learning how to work within a set of actions that never change, bosses don't react any different at any level in this game, they're going to only hit whoever is top of the enmity list, tank is going to turn it around, and everyone is going to dance around out of AoE or whatever other mechanic is present.

    Honestly the only reason Savage is "difficult" is due to the frequency at which the mechanics happen and DPS checks, that in my opinion aren't things that should be classified as difficult in my book. It's like Souls/Bloodborne being hard because 80% of the bosses take up your entire screen and have bad camera.

    Once you are able to adjust to the rate at which things happen in savage and can break the dps wall, you realize absolutely nothing in this game is challenging.
    (1)
    Last edited by Jetstream_Fox; 11-16-2016 at 03:04 PM.

  10. #50
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Phireblast View Post
    None and I mean absolutely none of his attacks are threatening. Even if you were in unupgraded 3.2 gear, you can easily survive all of his mechanics if you ignore them. In fact, the damage of all of his attacks are so pitiful, you'd be wasting your time and DPS actually doing the mechanics.
    That is because the dungeons are tuned for 215 to 225 and unupgraded 3.2 gear is 230. You are going in with 15 more ilevels than what the dungeon is tuned for.

    Quote Originally Posted by Yudzster View Post
    i rememebr back in 2.0 release that Amdapor Keep normal( the current end game dungeon that time) were very challenging esp in df lol
    That was due to the majority of the player base being in i45 to i55 gear and working towards i70 gear in a dungeon tuned for i55 gear.
    (3)

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