Why fix something that isnt broken?
This Problem doesnt exist because mobs are a joke (see Palace of the dead) but because itemazition in this game is broken
stop giving powerfull items like candy = problem solved
Why fix something that isnt broken?
This Problem doesnt exist because mobs are a joke (see Palace of the dead) but because itemazition in this game is broken
stop giving powerfull items like candy = problem solved
In 2.0 dungeons, we were able to pull everything from the start of the dungeon all the way to each boss. Once all the mobs were grouped together you could:
A) Burn them all down (unlikely)
B) Lock all of the mobs out of the fight at the zone line after 15 seconds (difficult.)
C) Let -only- your MT generate aggro, run all the way to the boss room, and let the Tank die on purpose. Mobs all run away since no one else has generated enmity, healer Raises MT when they leave.
Because we learned how to cheese every single dungeon in order to speed-run spam them, SE had to implement new mechanics every single patch to combat our ridiculous amounts of cheese. This involved things like:
i) Keys, Gates, and Doors being added to nearly every mini-pull (Preventing mass pulling)
ii) Certain mobs having to die before the boss room unlocks ie. Opo-opo, Succubus, etc (Preventing you from locking them out at boss line / sack pulling)
So in regards to this "I am not a mass pull Tank" debacle, they've already fixed mass pulling. You have to actually kill all of the mobs that you pull and you can no longer pull from the start of the dungeon all the way to boss rooms. The mass pulls that we have today are nerfed, miniaturized versions, of what we were capable of in the past. Our 3.0 mass pulls are literally designed around the fact that SE knows we are going to pull everything that we can until we hit a gate. Mass pulls are therefore what SE actually expects us to do and are no longer difficult because of it.
This would be an interesting mechanic to throw in every once in awhile. Particularly if it didn't apply to all mobs but only to certain types, i.e. something totally wimpy and harmless that would usually be your last target but that you had better kill FAST in a large enough group. But trying to use it to force an end to all speedruns is a bad idea.
The bottom line is, some people just wanna burn through things as fast as they possibly can (either because they don't have time not to, or like to push themselves, or are already bored of the content and just want it over asap) while other people take the view that it's about the journey and want to coast through and have fun. (Or are new at the content/not yet geared well enough to speed run it) And thus would like to take things more slowly. Personally, I don't care: Even most of the times I get a 'slow' run it only takes 5-10 minutes longer than a speedrun would have, and my time is rarely that tight.
The issue isn't with speed runs vs regular runs. The issue is with duty finder putting people together who have different preferences on the question. Maybe there should be a 'speedrun' checkbox in queuing. Yes, yes, this could potentially be abused. What couldn't? At least the speedrunners would only have to worry about trolls instead of trolls and people who want to take it slowly. Yes, it would probably mean longer waits for both groups. But so what, since the shorter wait would have gotten you stuck with people who wanted to do things differently anyway?
Same way I'd react when they put gates everywhere - pull less, simply because I can't pull more.
At that point I'd probably avoid going into dungeons, though, and try to get my tomes elsewhere. Even hunts seem more fun than that >.>
It'd make for a pretty interesting situation where people could take it slow and steady or choose to challenge themselves by pulling more enemies than is recommended. Unfortunately the idea will be shot down by most people simply because they don't want dungeons to be anything other than a mindless experience with little to no challenge that can be completed as swiftly as possible.
It wouldn't be so bad if the content that requires more attention - such as Sophia EX - granted more tomes as a reward for completion over extremely easy 'Expert' dungeons.
I'd be annoyed that Square took a very lazy and inefficient method to stop competent players from reaping the rewards of their competence.
If they want people to go slower there are far better ways to go about it. Good players would almost assuredly keep mass pulling (and the healer would at worst have to eschew doing any dps of their own), and everyone else would be punished for the sake of those few who aren't comfortable pulling more than 1 pack at a time.
Why not inflict all players with a really strong Heavy status, like the one from the last boss on Hullbreaker HM, that'll stop those pesky speed runners
/sarcasm
It's funny that posters who complain about the game being "easy mode" would balk at this opinion so aggressively. I'd dare to say that this thread has done well in exposing who actually benefits from "easy mode" and who wouldn't actually mind a challenge.
Even if they did add an ability like that, sooner or later we'd end up overgearing the content and overpower the enemies anyway.
Difference between 2.0 and 3.0 Dungeons are:
- 2.0 Dungeons were too difficult upon release to pull everything, you had to manage your size of pull or wipe
- 2.0 Dungeons enabled you to progressively pull larger and larger groups as you gained the gear of the patch (or onwards)
- 2.0 Dungeons required the attention of a decent healer to pull large, and even the attention of a medicore healer generally
- (most) 3.0 Dungeons are too easy to not pull everything, but walls stop you
- 3.0 Dungeons require a Faerie for healing, healing above that is irrelevant.
Personally, I preferred the 2.0 Dungeon set up. It was fun to progress your pull size as you increased your ilevel.
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