I rather see soft walls (effectively a player chosen wall where they prefer to clear up enemies before they continue) than hard walls. Stone vigil has this done very well since w2w pulls there are a guaranteed wipe for the team, yet you can choose which groups you combine. There is a reason this one is often mentioned because its simply a very well designed dungeon by being one of the very few where you actualy face danger.
Instead of 2 mob groups, make the section exist out of 5 groups, of which especialy group 2 and 4 are dealing significantly more damage, and you make w2w pulls impossible, yet still allow people to 'rush' the content. Rushing isnt bad perse, as it rewards skilled players by saving time. But by discouraging this by making the penalty of failure higher, you can have more variety in playstyles of which a lot of them are still fine.
I think that if the dungeon sections are made harder, the requirement of 3 bosses isnt even needed. Especialy since in the latest one the first fight is basicly just a fight against smaller mobs, with some additional hazards. These hazards are no diffirent to the 'random' dragon spitting some fire in the path. Hard walls are a nice queue to hint the team that cleaning up the enemies here is recommended. But this hint is also dumbing down the game. And if the wall is just a blockade for slowing down, then the enemies themselve are simply not strong enough.
But i think the main issue here is the WHM with holy. This aoe stun with easily 6 seconds of stun duration gives often enough time to take out a pack of enemies and thin them out enough to prevent the tank from death. Its such a powerful tool for w2w pulls that even if you buff the enemies, the WHM very likely would still enable this. The only counter here would be if the enemies get effective stun resistance: for example stun durations are capped to 1s on those enemies, allowing their abilities to be interupted, but not make them completely stunlockable (after 3 stun cycles they become stun immune, instead of the current 7, which especialy when only a portion of the enemies have this, means the whm can still support those full 7 seconds, but after 3 seconds can already be forced to start avoiding aoes). Alternatively, enemies can be an active shield for the smaller mobs preventing them from being stunned entirely (demanding focussed fire and delaying the WHM power).
(and yes, stone vigil doesnt allow holy)



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