There should be an all mobs vanquished achievement for every dungeon. That way there is a reason to slow down and return to a dungeon.
There should be an all mobs vanquished achievement for every dungeon. That way there is a reason to slow down and return to a dungeon.



This is quite possibly the best idea proposed in all threads complaining about speed runs being linked to loot.
SE could implement conflicting coffer requisites that make it so all coffers cannot be obtained in 1 run; for ex:
Normal run = 3/5 coffers from boss
Speed Run = 4/5 coffers from boss
All Mobs run = 4/5 coffers from boss
the catch is that the speed run chest cannot be obtained by doing an all mobs run (because there isn't enough time to kill all mobs while doing a speed run) and vice versa; the all mobs run pops a chest that cannot be obtained by speed run but in turn does not pop the speed run chest.
This way people will have reason to do both speed runs and non speed, but all mob, runs in order to get all the loot. It would then be logical to split up the darklight or whatever other gear between those two chests.

In Cutters, you have to kill almost every mob to clear it anyway. The only ones you can skip are a few mobs in the cactaur room and the last few peistes before the final boss.
I don't get how people think that clearing every single mob is somehow more "honorable" than clearing the dungeon quickly. It's just easier. It's for people that believe timesink > challenge. Changing the speed run condition to a "clear all mobs" condition lowers the incentive to perform well and the sense of achievement you get from completing something difficult.
Some people just need to accept the fact that they can't get every item in the game if they aren't willing to put in the effort involved in clearing a speed run. There are so many complaints about how this game is too easy when other people clear the endgame content in a few days. Yet when it comes time for them to do the content themselves they complain because speed run is too hard or that it forces them to play in a style they don't like.
What this says to me is that the level of difficulty is actually pretty fair. Of course, the drop rates are not. I think every sensible person believes that reward should be proportional to the level of difficulty involved. If SE made a dungeon with no timer, they would most likely reduce the usefulness of the rewards. Are people going to do dungeons that don't offer best-in-slot gear? Is designing that even worth the effort? Look at Totorak and Shposhae and I think you'll find your answer.
In a game that lets you switch classes on the fly, having the right party setup will always be a part of optimization.
I consider the ability to change party makeup mid-dungeon one of the main strengths of this game. It's very FF5ish. Speed run itself is not the problem if you can't play your favorite job to complete it. The real issues are:
1) The Armory System
2) Class balance
3) Unwillingness of players to experiment and make other setups work
This^^In Cutters, you have to kill almost every mob to clear it anyway. The only ones you can skip are a few mobs in the cactaur room and the last few peistes before the final boss.
I don't get how people think that clearing every single mob is somehow more "honorable" than clearing the dungeon quickly. It's just easier. It's for people that believe timesink > challenge. Changing the speed run condition to a "clear all mobs" condition lowers the incentive to perform well and the sense of achievement you get from completing something difficult.
Some people just need to accept the fact that they can't get every item in the game if they aren't willing to put in the effort involved in clearing a speed run. There are so many complaints about how this game is too easy when other people clear the endgame content in a few days. Yet when it comes time for them to do the content themselves they complain because speed run is too hard or that it forces them to play in a style they don't like.
What this says to me is that the level of difficulty is actually pretty fair. Of course, the drop rates are not. I think every sensible person believes that reward should be proportional to the level of difficulty involved. If SE made a dungeon with no timer, they would most likely reduce the usefulness of the rewards. Are people going to do dungeons that don't offer best-in-slot gear? Is designing that even worth the effort? Look at Totorak and Shposhae and I think you'll find your answer.
In a game that lets you switch classes on the fly, having the right party setup will always be a part of optimization.
I consider the ability to change party makeup mid-dungeon one of the main strengths of this game. It's very FF5ish. Speed run itself is not the problem if you can't play your favorite job to complete it. The real issues are:
1) The Armory System
2) Class balance
3) Unwillingness of players to experiment and make other setups work
+1..
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