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  1. #1
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Belhi View Post
    You mean apart from the fact that it might take a lot of resources to make the change?
    If your meaning as the core aspect of new dungeons? Then no as it wouldn't be any different than the change they made from Labyrinth of the Ancients which was a 2/2/4 to Syrcus and WoD of 1/2/5. If the dungeons are created with this in mind then they have nothing to really worry about other than maybe the first 2 dungeons being labeled as "To easy" in which they know to buff or make changes in the future ones to make it a bit more of a challenge for 1/1/3. If you are referring to the older dungeons being redone to accommodate (or just keep them as is and make new dungeons follow this new formula), well they are pretty straight forward and I feel either a defense boost or hp increase would be all that is needed for a lot of the ARR dungeons, however I am not a programmer so I have no knowledge on reworking.
    (1)

  2. #2
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by AlphaFox View Post
    If your meaning as the core aspect of new dungeons? Then no as it wouldn't be any different than the change they made from Labyrinth of the Ancients which was a 2/2/4 to Syrcus and WoD of 1/2/5. If the dungeons are created with this in mind then they have nothing to really worry about other than maybe the first 2 dungeons being labeled as "To easy" in which they know to buff or make changes in the future ones to make it a bit more of a challenge for 1/1/3. If you are referring to the older dungeons being redone to accommodate (or just keep them as is and make new dungeons follow this new formula), well they are pretty straight forward and I feel either a defense boost or hp increase would be that is needed for a lot of the ARR dungeons, however I am not a programmer so I have no knowledge on reworking.
    The party limits are set as multiples of 4. The games engine might not be able to restrict a party to 5 members for a dungeon. It might be stuck between having the limit at 4 or 8. Actually making it so it limits to 5 might involve rewriting the underlying game code.
    (3)

  3. #3
    Player

    Join Date
    Jan 2016
    Location
    Gridania
    Posts
    219
    I always wondered why it was 2 dps instead of 3 in dungeons. Not sure if that would fix it because WoW has dps queues too that are long etc.
    (1)

  4. #4
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Mixae View Post
    I always wondered why it was 2 dps instead of 3 in dungeons. Not sure if that would fix it because WoW has dps queues too that are long etc.
    In some final fantasy games, the parties are 3-4 members. They probably took that and carried it over.
    (1)

  5. #5
    Player
    Gumbercules's Avatar
    Join Date
    Apr 2012
    Posts
    552
    Character
    Gumbercules Thesecond
    World
    Hyperion
    Main Class
    Miner Lv 80
    I like the "base" idea you bring up, but i think it would prolly be more plausible if the change was actually to allow the dungeons to "switch" to accommodate 4 dps or 3 dps 1 tank/healer parties. As an example the "traditional" setup is designed around one player taking relatively high quantities of damage from a bosses unavoidable attacks (ie auto attack), but in a 4dps setting the dungeon could shift to a focus on telegraphed attacks with consequences being higher for failing to avoid said damage. (potentially even add a castbar of sorts to auto attacks that you can avoid). Course this system has to also be able to accommodate to 3 dps scenarios with 1 tank or healer, such as forcing the tank solo gameplay to revolve around survival and cd usage and healer solo around "spot healing" centric measures as a base.

    Did not really bring up trash pulls cuz even now if you handle a pack at a time you can dps it down while being relatively safe, could also result in interesting use of CCs that atm are quite frankly useless. (and in most cases blatantly immune)
    (2)

  6. #6
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    I don't actually think making dungeons more mechanically punishing will help with anything. In my experience it ends up just placing more burden on the healer. Honestly I think the response they got to Steps of Faith put them off trying more mechanically diverse fights. People just quit rather than try the fight in the end sending a message to SE that mechanics beyond spamming damage at a boss and not standing in AoE was too much work.
    (1)

  7. #7
    Player
    LalaRu's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    Don't want minimize the topic, but so far my dps queues were all reasonable and didn't took more than 30min. Even shorter with in progress joins, the only drawback is being put into an empty duty.

    Just to say that today we have a much better situation than before, when the hour was the norm.
    (0)

  8. #8
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by LalaRu View Post
    Don't want minimize the topic, but so far my dps queues were all reasonable and didn't took more than 30min. Even shorter with in progress joins, the only drawback is being put into an empty duty.

    Just to say that today we have a much better situation than before, when the hour was the norm.
    Most of what has sparked this discussion is the expectation that the addition of two dps jobs in Stormblood will trigger long dps queues for the DF, at least in the short term. This seems quite likely since something similar happened in stormblood with DRK when dps dropped to almost instant and tank queues actually got longer.
    (4)

  9. #9
    Player
    Vexander's Avatar
    Join Date
    Apr 2015
    Location
    Sharlyan
    Posts
    1,290
    Character
    Rin Black
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Belhi View Post
    Most of what has sparked this discussion is the expectation that the addition of two dps jobs in Stormblood will trigger long dps queues for the DF, at least in the short term. This seems quite likely since something similar happened in stormblood with DRK when dps dropped to almost instant and tank queues actually got longer.
    My experience with lightning fast Tanking queues early in Stormblood were a result of players bringing their main classes to cap first. Tanks will still tank, healers will still heal, etc... Since DRK didn't start until 30 I didn't see a lot of them in the 50-60 Dungeons until after the first month or so, by which time the queues were back to normal, lengthy times for DPS.
    (1)

  10. #10
    Player
    Nighthawk4's Avatar
    Join Date
    Oct 2015
    Posts
    31
    Character
    Hel Asgard
    World
    Phoenix
    Main Class
    Arcanist Lv 60
    I wish they could fix the long delays for DPS in Dungeons.

    However, if you add more DPS would the Healer be able to cope with healing 5 or 6 DPS as well as the Tank - and the Healer themselves of course?
    (0)

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