Results -9 to 0 of 34

Threaded View

  1. #8
    Player
    Khaoticsuccubus's Avatar
    Join Date
    Aug 2013
    Posts
    201
    Character
    Adagio Blaze
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    Quote Originally Posted by CosmicKirby View Post
    There is nothing in leveling dungeons that necessitates or even properly rewards using an optimal or 'correct' rotation or playstyle. Rather, such an incredibly large degree of poor play is required until the game pushes back hard enough for a player to notice and consider changes to their playstyle/tactics.

    While nerfing it from what it is now won't help the situation, the current situation doesn't help them learn much either. The only challenges in the game that properly address gameplay mechanics are boss fights, and those challenges only really start to appear around level 50, (with some minor ramp up starting around level 40). In the very least, nerfing trash mobs to help clear times be comparable to POTD, could be an option to help solve the current preference, that's likely to skew even more heavily come Stormblood.

    Much less, it is VERY MUCH worth considering how many players are going to buy a jump potion, and skip lower level dungeons entirely. In which case, your defense of keeping them as is becomes superfluous, as they'll only set foot in these dungeons well after encountering more difficult challenges.
    Yeah no, personally I'd rather they buff them. Even as boring as they are atm I'd rather not see old leveling dungeons go the way WoW's did. That is, being able to ignore your party all together and run off to solo the dungeon by yourself (I am guilty of this ;P).

    Quote Originally Posted by Vidu View Post
    When did I say anything about healers needing an AoE? The whole point is: If your party doesnt has decent AoE and you do a large pull, it actually requires the healer to pay attention to healing - in dungeons that are so easy that its not needed at all. As a scholar I never leave Cleric Stance once in any dungeon prior to Brayflox and am essiantially a third dps - speeds dungeons up quite a bit. I cant do that if a tank goes for a large pull though, so unless there is good AoE that kills a lot of mob at once, its basically the loss of a Dps.
    The benefit of large pulls is obviously that more mobs are taking damage from the same attack (AoEs) - if there is no such thing as decent AoE present in your party and everyone has to focus one mob at a time anyways, you gain nothing from a large pull, because, again: your dps can only attack one mob at a time. Wether the group of mobs contains 3 or 6 mobs doesnt matter when your two melees can only burn on at a time - it does matter to your healer wether they have to heal through 3 mobs (and have time to dps) or 6 mobs (less or no time to dps, depending on dungeon and gear of the tank).

    And btw... I did a TamTara-run earlier. Took about 17 minutes. Two new people, no big pulls, no AoEs at our disposal, but a healer (me) constantly dps'ing - lets not pretend that its (only) big pulls that speed up a dungeon. Sometimes normal pulls are the smart move - specially when there is no AoE present.
    To add on to this, in most lowbie dungeons unless you have a blm/brd/mch in the group, spamming your tank aoe like overpower is just going to deplete your tp long before anythings dead. Iirc, only warrior has anyway to restore tp and that's after 50.
    (1)
    Last edited by Khaoticsuccubus; 06-07-2017 at 02:39 AM.