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  1. #1
    Player
    Nishira's Avatar
    Join Date
    Jul 2021
    Posts
    144
    Character
    Ninuriel Elonir
    World
    Phoenix
    Main Class
    Conjurer Lv 68
    Xaruko never claimed he wanted to pull one add at a time while rp walking through the instance. He even cleared up later that he obviously tries to keep up a good pace. The effective difference between a good pace and breakneck speed is not big or it would simply mean you can’t clear a dungeon in 15-20 min (depending on cinematics) without resorting to rushing, and my own experiences have shown that that is perfectly possible without doing w2w, sprint on cd.

    It’s not as black and white as it seems to be here on the forums. It’s not either you race through, or you take 40 min, and therefore you have to rush through. It’s amusing to me in a way, having played EQ a long time ago where you’d group up for an hour or 8 in an instance to get some xp. These days two minutes extra is a big deal. I’m afraid, to me, those two minutes are rather relative and I’ll not judge a group on that. Or myself.
    (6)

  2. #2
    Player
    Xaruko_Nexume's Avatar
    Join Date
    Jun 2021
    Posts
    671
    Character
    Xaruko Solo
    World
    Seraph
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Nishira View Post
    Xaruko never claimed he wanted to pull one add at a time while rp walking through the instance. He even cleared up later that he obviously tries to keep up a good pace. The effective difference between a good pace and breakneck speed is not big or it would simply mean you can’t clear a dungeon in 15-20 min (depending on cinematics) without resorting to rushing, and my own experiences have shown that that is perfectly possible without doing w2w, sprint on cd.

    It’s not as black and white as it seems to be here on the forums. It’s not either you race through, or you take 40 min, and therefore you have to rush through. It’s amusing to me in a way, having played EQ a long time ago where you’d group up for an hour or 8 in an instance to get some xp. These days two minutes extra is a big deal. I’m afraid, to me, those two minutes are rather relative and I’ll not judge a group on that. Or myself.
    Thank you, yes, this is the case. I enjoy a good pace too, with healers DPSing and moving from group to group without delay. Sometimes it's just over the top to the point I feel like we are in a timed mythic+ dungeon from WoW, as Im left wonderinf if my sprint is bugged and not as good as everyone elses. I just don't understand how that is fun for anyone.
    (3)

  3. #3
    Player
    Rowde's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    1,146
    Character
    Willig Rowde
    World
    Hyperion
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Nishira View Post
    Xaruko never claimed he wanted to pull one add at a time while rp walking through the instance. He even cleared up later that he obviously tries to keep up a good pace. The effective difference between a good pace and breakneck speed is not big or it would simply mean you can’t clear a dungeon in 15-20 min (depending on cinematics) without resorting to rushing, and my own experiences have shown that that is perfectly possible without doing w2w, sprint on cd.
    A vast majority of content in this game isn't designed this way. "Big Pulling" as a concept practically doesn't exist anymore, as if one were to pull "Wall to Wall" the game usually doesn't allow pulling more than 2-3 groups of mobs (usually somewhere between 7-9 total enemies) before impeding progress with some sort of gate. Thus, in most of the dungeons the only way to pull smaller is to do single [pack] pulls.

    There are outliers where it's still possible to do big pulls, or what I sometimes seen referred to as "Full Pull", that allow players to pull everything, or practically everything from one boss fight to the next (and sometimes even into the boss fight). Usually there are only 1 or 2 big pull setups in dungeon content per expansion, and while there are definitely more situations in ARR content where the traditional idea of big pulling is even possible, the aspect of designing content with 2-3 packs before gating progress is also prevalent (particularly in the level 50 dungeons).

    Quote Originally Posted by SamsaraTrickstar View Post
    if you lvl a dps then dungeons are the last thing you want to do for the more fast way. adn for the love of god not doing wall to wall may add 1 min to the run. -_-
    Seen others already break this down more thoroughly, but still want to echo that single [pack] pulls add way more than 1 min to the total clear time. It's going to end up being 10-15 min extra (or more).

    Quote Originally Posted by Nishira View Post
    It’s not as black and white as it seems to be here on the forums. It’s not either you race through, or you take 40 min, and therefore you have to rush through. It’s amusing to me in a way, having played EQ a long time ago where you’d group up for an hour or 8 in an instance to get some xp. These days two minutes extra is a big deal. I’m afraid, to me, those two minutes are rather relative and I’ll not judge a group on that. Or myself.
    Similar content does exist in FFXIV though, where players will often stay in instances to "lockout" (timer goes to 0, or so close to 0 that a clear is no longer feasible). Exploration content like Eureka and Bozja/Zadnor, and PotD/HoH, are the most similar to what you are describing, but even EX Trials, Savage Raids, Ultimates to a degree. In a single night of learning/prog you might engage with the same piece of content for multiple lockouts. This is not dungeon content though, nor do I think it should be, as that would make the entire game agonizingly slow.

    Personal example... My BLU crew has been slowly working towards unlocking the Morbol Mount (clear 6 specific 8-player raids with all BLU, sync'd, echo silenced). Believe it or not, I have more than 7 friends, so Step 1 was finding out who was interested in trying. Step 2, since 3 ppl interested didn't even have BLU unlocked at first, was getting everyone to max level BLU and helping them get "critical" spells they'd need for the actual fights. Step 3 then would be actually attempting the raids. Working around real life schedules, we usually only gather once or twice a week for 2-3 lockouts. We're currently prog'ing the last raid we need to clear to unlock the mount... looking back through chat histories, this entire process began back in April 2021. So this is something we've been working towards for over 6 months now (including prep time of leveling and getting spells. Also tbf, we've had to skip some weeks here and there because of real life situations like ppl feeling sick, family events, etc).
    (2)
    Last edited by Rowde; 10-08-2021 at 12:49 AM.