Oh yes, yes you would've because people would still que up for the harder version even if they are unable to beat it.For you maybe. I see a way to filter bad players from good players, it would definetly make roulettes more enjoyable. If I had the choice between expert normal and expert hard roulette and if both would give same ilvl gear but the harder gives more or less rewards based on performance and speed, I would actually support this.
At least I wouldnt have to bother carrying people for their mediocre dps. And yes agreed, bad players would finally notice that they have to seek a guide and learn their freaking job.
As an option for achievement purposes and maybe extra loot, sure why not?
Come back?
Wut?
When did speed strats stop being the norm?
Like, literally people are doing wall to wall pulls as the norm... What more speed strats are there?
There would need to be some actual content where going as fast as possible isn't the default strategy. Since, currently, there isn't any.
Dungeons? Pull wall to wall because well, you can, as they're piss easy.
Trials? Murder the boss as fast as possible because the game is about maximizing DPS.
Trials 2.0Raids? Same thing as above.
PotD/HoH? Literally you get 0 bonus for spending any time in floors above the bare minimum kill enough to unlock the exit.
Eureka? Farm enemies as fast as possible to get the FATEs to spawn quicker... Then DPS the FATEs as fast as possible to move onto the next one faster for more rewards per hour...
Like, where are you going to fit in these extra incentives to go fast like sanic when the default method of doing content is to go fast like sanic?
This would only make sense if there was actually challenging content that would by default require people to do things like take packs one at a time and use CC to lock down enemies. Thus allowing more experienced players to push things and use less CC to deal more overall DPS via AoE usage and thus get faster completion times.
Though, this also has its issues, in that it would also heavily favour particular jobs that fit well into this style of play and push out jobs that can't do this sort of thing very well (For example, Monks have trash AoE, so they're immediately invalid. Warriors are really freaking good at bursting damage so would be kings in this type of content)
We aren't talking about speed strats. OP is talking about being rewarded extra coffers for clearing dungeons quicker, not just clearing it quickly for the sake of getting it done faster. It was a thing in 1.0, but they got rid of it in ARR.
I can't wait until people start forming meta compositions specifically for Aurum Vale.
Skip Glower or disband.
But... Why?
If people already are doing everything faster, all you're doing is simply adding "Better" loot to dungeons. With the worst case, punishing people who get bad groups.
Literally, there's no actual point to having "Extra coffers" or "Better loot" for doing content quicker, if content is ALREADY being done at the fastest pace possible.
Rewards for Speed are rewards for Speed strats (Such as mass pulling, not using CC, DPSing on Tanks/Healers). But speed strats are literally normal strats in this game.
Thus, asking for extra rewards for "Clearing dungeons quicker" is literally just asking for more rewards from dungeons, as there's no actual way to do them quicker than they're already being done.
Also, for many dungeons, especially SB ones, the new player bonus is "Extra bonus for swift completion of objectives" rather than bonus Poetics (Since they're irrelevant in SB), so there already exists some form of bonus (What it is, I have no idea, I honestly cannot tell what that bonus actually does... Exp maybe?)
No thanks.
We are already punished by way longer dungeon run. Now loot too? So now we have to pray when queuing DF, load have mercy on me and give me 3 players who will be at their il cap, and skip all the cut scene and running the state of the art computer so not a extra second of loading time.
Then if we set a range of time with different rating, we have to consider il vary between players, potato computer and new player watching cut scene and at the end, the speed run make no difference from now
I can't wait to see people being kicked of a dungeon group because they aren't 95+ percentile on it on fflogs. Also i can't wait to see even more tanks not being able to keep aggro properly because "muh dps if we want to finish faster", and even more healers dpsing instead of healing properly because of the same reason XD
i kinda liked the different lines the npc had while you were doing temple of the fist which was based on how long it took you to kill a boss, but I think adding more rewards the faster you clear something will breed toxicity in some way or another, knowing how people are like.
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