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  1. #21
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    It's very unfortunate because I feel this is what expert dgns should have been about, had the game design stuck with tactical pull gameplay design. We could have the redux versions of aurum vale and pharos sirius, where the single pack encounter could be lethal if you're not awake.

    Unfortunately, after joining one a many in progresss said dgns because tank/healer bailed the moment they stepped in, methinks this sort of design will never comeback.
    (0)
    Last edited by SenorPatty; 07-29-2019 at 07:50 AM. Reason: grammar
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  2. #22
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,182
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Machinist Lv 100
    I still remember the first Satasha dungeon i did do when i was new to the game. I was playing healer, and did just follow blindly the others where they were going because i didn't know where to go. Some time after, looking at the achievements, i was like "uh, why didn't i get the map achievment for this dungeon ?". Turns out it was because the people i was with didn't care at all of the optional rooms, and did get straight from point A to point B.

    So, who did come first, the chicken or the egg ? Did SE give us the sort of dungeons we have now of their own volition, or did the players show so much that they are not caring of choices, optional stuff and multiple paths that SE did end up giving them what they want ? XD
    (4)

  3. #23
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Think how many risks the senor developers take in the content they design now think how many their newer developers are going to take and these are the ones who design dungeons.

    I am bored myself of how dungeons are designed but the likelihood that a newbie to the battle design development team is going to take a risk over doing what they are told is extremely low.
    (0)
    Guy butt is best butt <3

  4. #24
    Player
    manamoppet's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    197
    Character
    Astral Thalia
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by seraseth View Post
    Would probably need to add more cc to role skills, or maybe even have some skills specifically designed for only these dungeons that only work in them.
    Duty actions could be interesting, I think. Like in some of the SB trials. Maybe
    with enemies like in the MSQ in ShB with the Legend of the Not-so-hidden Temple, or the one msq section with pixies in Il Mheg.
    (1)

  5. #25
    Player
    Edax's Avatar
    Join Date
    May 2018
    Location
    Shirogane, W15 P60
    Posts
    2,002
    Character
    Edax Royeaux
    World
    Leviathan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Hitori View Post
    I want to get behind my character and feel the impact of their level growth, but getting new dungeon gear and levels is almost meaningless now.
    We have another Zenos here.
    (0)

  6. #26
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Rongway View Post
    /10charquote
    This is a problem with Qarn's design. If, like in Toto-Rak, it was required that you get the items to actually summon the boss then you wouldn't have this issue. Obviously people that just want to get the dungeon done as quickly as possible aren't going to do stuff they don't need to do - that's why you force them to do the interesting stuff. Like in Wanderer's Palace, where you have to go around and get the Lantern Oil, sneaking past the Tonberry Stalkers, to get to the Flan boss. People used to speedrun WP all the time, but they were still forced to get the Oil and sneak past the Stalkers. There's no reason that the new dungeons have to be literal hallways with trash in them that lead to a boss - that is functionally boring and makes all the dungeons feel exactly the same.
    (8)

  7. #27
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    It is not unpopular, why do you think you are the only one?

    People need to stop thinking they are special in some way, lol.
    (1)

  8. #28
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,839
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rongway View Post
    /10charquote
    1 possible iteration having an obvious flaw does not prove every single possible iteration outside the patterns we use now to also be flawed, or at least no more than one person being unable to tie their shoes would make shoelaces fundamentally problematic.
    (1)

  9. #29
    Player
    Ayuhra's Avatar
    Join Date
    Apr 2015
    Location
    Palace of the Dead
    Posts
    1,483
    Character
    Ayuh'ra Bajhiri
    World
    Mateus
    Main Class
    Dancer Lv 90
    At the very least I think this game could do with things like WoW's Mage Tower.

    That is, an instanced solo challenge that requires everything in your class toolkit and gives aesthetic awards.
    (5)

  10. #30
    Player
    Hawklaser's Avatar
    Join Date
    Jul 2011
    Posts
    373
    Character
    Kyterra Lianleaf
    World
    Excalibur
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Rilifane View Post
    Overall I'd prefer shorter dungeons but with more tactically challenging mob groups where the way when and how you pull which group exactly and cc has an impact.
    That means more dmg output overall so you can't pull big, adding non-ccable highly dangerous mobs to many groups which buff/ heal others or channel something really nasty and are priority targets so you don't just aoe everything down, mobs fleeing at low health into the nearest pack so you have to intercept or deal with the consequences of an accidental second pull and adding ccable highly annoying/dangerous mobs (escp. enemy healers etc) that should be cc'ed if possible, otherwise focused down.
    So the overall time spent in dungeons wouldn't change that much but it would include more tactical gameplay.
    I would love for pulling and CC'ing mobs to come back. I bolded something that I actually miss from when I played vanilla WoW when I didn't have the time for a 2+ hours for a XI group grind session. I remember Wailing Caverns and a few other dungeons precisely because mobs did stuff like that. In Wailing Caverns, there were certain Raptor type enemies that once they got low enough on health they would shriek and any other Raptor mobs nearby would then link to them. Then there were the alarm bots in Gnomeregan... any one who played Vanilla WoW can tell you about wipe stories from those alarm bots... evil, evil little things. Fun times... couldn't just run in agro everything and aoe burn it down, had to actually plan and coordinate a little bit.
    (5)

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