Um... you aren't making a lick of sense.I know I'm not missing loot by skipping trash mobs, but I'm missing the chance to fight said trash mobs if I so wish in order to get the loot.
You don't get loot form trash mobs (other than the junk you don't want that the same monster would drop anywhere else). Therefore, you have no reason to wish to kill them in order to get loot they don't have.
/me scratches head at quoted post


So far as i know, all drops in this game serve a purpose for crafting. take the ghosts in Darkhold for instance they drop alot of velveteen cloth, right now i could use all of that i can get. however Speed runs get in the way of killing every mob.Um... you aren't making a lick of sense.
You don't get loot form trash mobs (other than the junk you don't want that the same monster would drop anywhere else). Therefore, you have no reason to wish to kill them in order to get loot they don't have.
/me scratches head at quoted post
I'd much rather be rewarded For clearing a dungeon(All mobs defeated, All Chests Found=Cleared) than for blazing through it
I would not want to play a dungeon where you had to kill every single monster to get a reward.So far as i know, all drops in this game serve a purpose for crafting. take the ghosts in Darkhold for instance they drop alot of velveteen cloth, right now i could use all of that i can get. however Speed runs get in the way of killing every mob.
I'd much rather be rewarded For clearing a dungeon(All mobs defeated, All Chests Found=Cleared) than for blazing through it
Trash mobs are distractions, mooks designed to wear you down and slow you down. Any way you can avoid them, you're supposed to. If you want to kill them, just kill them outside on your own time. It's not like there aren't any ghosts anywhere else. Either that or take a few like-minded friends to farm the trash mobs. There's no thought or strategy in killing every weak grunt on the way to the back of the big boss's hideout.
I personally would rather they get rid of the instanced content, and I sure there are a lot of others that feel the same way. I would prefer a world thats open and only use instances for bcnm, dynamis and real endgame content. This trend of dungeons being all instanced is getting old. All the current dungeon are way too short and at this point are getting boring (just like the NEW hamlets).



That's more because:I personally would rather they get rid of the instanced content, and I sure there are a lot of others that feel the same way. I would prefer a world thats open and only use instances for bcnm, dynamis and real endgame content. This trend of dungeons being all instanced is getting old. All the current dungeon are way too short and at this point are getting boring (just like the NEW hamlets).
1) Speed runs burn people out
2) Speed runs annoy people who don't like playing the golden child jobs that are "required" by a good number of groups
3) Dungeon design is very uninspired between lack of bosses and the fact mobs inside are leashed (believe me, if you were forced to actually fight the trash mobs in any of the instances they wouldn't seem so short to you)
4) There's very few dungeons, even for a game with a lv50 cap
#3 is really the big one, with #4 as a close runner up. There's not enough dungeons to actually support the level climb. #1 and #2 are also factors behind boredom. Especially when you're going up against a 0.000000001% drop rate on anything worthwhile.
I mean, for example, AV would probably be played differently if it had a wing with just Garlean forces, and the timed objective would be finding the captive the Knights of Ishgard refer to in the "What Glitters Always Isn't Gold" quest. You zone in and have, say, 30 minutes to find the captive. If you take too long the captive is killed and you miss out on one boss. Have a total of five bosses. Include a trap of sorts that locks you in the room with the gold gas that does damage over time to you until you kill a boss in there. Then coincounter. Then a garlean officer of some sort. Then the guy that's there solely to execute the captive. And then Miser's mistress. Each with their own loot table to encourage the full clear.
Between trash fights and running around (specially if you're going for the timed objective, which would not be the end of the instance), AV could then take longer than the 20-25 minutes it currently takes for the speed run. Could even add zone drops from the trash mobs as a bit of a bonus.
Then it'd be a matter of balancing the mobs and of course, balancing the classes so that most if not all group comps can do the timed objective once they know the dungeon and get a little practice with it.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Unless the strategy in order to get a boss to appear is to wipe out x amount of 'trash mobs' in y area of the dungeon (and before people start, no it doesn't promote class/job stacking to do this.)I would not want to play a dungeon where you had to kill every single monster to get a reward.
Trash mobs are distractions, mooks designed to wear you down and slow you down. Any way you can avoid them, you're supposed to. If you want to kill them, just kill them outside on your own time. It's not like there aren't any ghosts anywhere else. Either that or take a few like-minded friends to farm the trash mobs. There's no thought or strategy in killing every weak grunt on the way to the back of the big boss's hideout.



You can also remove the leash script on mobs inside dungeons. This way, instead of aggroing them and running until they return to their territory, they will follow you throughout the whole dungeon.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I just wanted to say....So far as i know, all drops in this game serve a purpose for crafting. take the ghosts in Darkhold for instance they drop alot of velveteen cloth, right now i could use all of that i can get. however Speed runs get in the way of killing every mob.
I'd much rather be rewarded For clearing a dungeon(All mobs defeated, All Chests Found=Cleared) than for blazing through it
These mobs don't exist outside of the dungeon?????<_>



OK, I'll break it down.Um... you aren't making a lick of sense.
You don't get loot form trash mobs (other than the junk you don't want that the same monster would drop anywhere else). Therefore, you have no reason to wish to kill them in order to get loot they don't have.
/me scratches head at quoted post
1, I want to fight all the trash mobs just for the sake of fighting them
2, to get the darklight from the speed run chest I can't fight all the trash mobs
simple enough?
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