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  1. #1
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Awful View Post
    snip
    Lowered threat generation? That completely goes against the purpose of playing a tank class and is not challenging at all. It's artificial difficulty. If your idea forces DPS to basically DPS more slowly to avoid getting aggro, then you just made the run take longer for no reason and people will not bother with this challenge at all. With 260 gear being thrown in, I'll just stick to spamming expert dungeons and get my gear that way with far less roadblocks.
    (0)

  2. #2
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,280
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by MilesSaintboroguh View Post
    Snip
    I wouldn't say it's artificial difficulty it's a challenge and would be a lot more fun then running into an expert that you get the same ones over and over and over pulling the whole thing and spamming 1-2 buttons. It wouldn't make tanks be untankable but it gives more depth into knowing what you can and can't get away with as a DPS/healer and how to adapt to having the tank work more for threat. I'm not saying to make it where you have to auto attack and use 1 AoE then wait 10 seconds no just make it a little difficult, as for rewards they're just examples having gear that's better than raiding gear defeats the purpose of raiding, having no endgame content makes people want other means but aren't satisfied.

    But your statement of spamming expert dungeons is just boring I'm honestly tired of the 2 dungeons we get to run for expert roulette (if you can even call it that) where there's other dungeons that are 60 that we run for 2 months and never see em again. It's wasted development time at least Savage dungeons would give you the option to run dungeons you haven't ran before and try them out with modifiers and have fun while having a challenge. You can run your dungeons over and over till your blue in the face I honestly want a change to expert roulette it's the same one trick pony it has been since it came out.
    (3)

  3. #3
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Awful View Post
    snip
    Correct me otherwise, but WoW does not chain together abilities the way FFXIV does, yes? In that sense, many jobs would be forced to break their respective combos to lower their damage. Eventually, we would default to 1-2 buttons since our bursts would instantly pull hate. That is neither fun nor challenging. It's making arguably boring content more of a chore-- one I couldn't be bothered touching, personally. Having mobs possibly break aggro, thus forcing the tank to reestablish hate might be interesting, but what you're purposing would force DPS to basically... DPS less. And that isn't fun.
    (1)

  4. #4
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,280
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    Correct me otherwise, but WoW does not chain together abilities the way FFXIV does, yes?
    You're not wrong that's for sure and it might not even work who knows it's just an idea here's a list of what WoW's Mythic+ modifiers are:

    Bolstering -When any non-boss enemy dies, its death cry empowers nearby allies, increasing their maximum health and damage by 20%
    Necrotic - Enemy melee attacks apply a stacking debuff that deals damage and reduces healing/absorbs received
    Overflowing - Causes all overhealing done (by healer-spec players) to trigger a heal absorb on the target, proportional to the amount of overhealing done
    Raging - Non-boss enemies enrage at 30% health remaining, dealing 100% increased damage until defeated
    Sanguine - Shortly after death, non-boss enemies will leave a pool of blood on the ground, which heals enemies and damages players for a % of their max health
    Skittish -Enemies pay far less attention to threat generated by tanks
    Teeming - Additional non-boss enemies are present throughout the dungeon; kill count requirement is increased
    Volcanic - While in combat, enemies periodically cause gouts of flame to erupt beneath the feet of distant players

    The way threat works compared to WoWs is vastly different having that added on may or may not be a good idea since a lot of classes and healers have burst threat and I know no one wants to sit there and wait for the tank to get threat for like 15 seconds I get that. They'd have to make it so the mobs hit sort of like how the Goblins in Brayflox HM hit they focus someone else and hit them a bit then resume hitting the tank instead of threat dropping. But the rest of these mods I think would work really well but I know 2 different games and how they act/server and client side compared to each other, with that being said though I think a lot of people would enjoy Savage dungeons if SE decided to do something like WoWs Mythic dungeon.
    (4)