I find it pretty hard to understand why a BLM of all jobs would want small pulls over big ones. The job is practially made for handling large pulls easily. The same can pretty much be said for WAR & DRK on the tank side of things. As a WHM main, if I'm spending the entire fight without having to use a single heal (OGCD heals included), then there's really no reason for the tank to not pull more.
The only thing this would accomplish is making things harder on newer, less-skilled groups. If they made the mobs hard enough to where top-tier groups could only handle one pack at a time, less-skilled players wouldn't even be able to clear the dungeon. As for the mobs not hitting hard enough thing, your opinion on that will change really quick once you hit 57, and even more at 65-69. Some of those dungeons will hit DPS so hard that they're lucky if they survive one round of auto-attacks.
Unfortunately this game isn't designed to be difficult enough to where each role has to only do its primary role 100% of the time. Even if they did make things much harder, the more-skilled players would still be pulling big, because they know how to handle it.
Speedrunning Brayflox Hard back in the day was probably one of the most fun things I've done in the game, because it was one of few dungeons where pulling everything was actually a real challenge (and there were plenty of PFs specifically for it back then). When you hit the 60 & 70 dungeons you're going to get bored incredibly fast if you're only seeing single pack pulls. Even wall-to-wall pulls in those dungeons do virtually no damage to any decent tank.
In the end, if you really only want small pulls, you're better off using the party finder and mentioning it in the description. I can't say how successful you'll be at getting a party together in a decent amount of time, because the vast majority of players are going to want at least slightly bigger pulls if they know the group can handle it.


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