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  1. #1
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,064
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    From my own anecdotal daily roulette experiences, each wall pulls and boss will last longer than 2m if one of the party member are semi-afk or just not playing decently in general (i.e. pure healers, single targeting DPS, spend more time chatting/dying than playing). I noticed this because I'm particularly aggressive when running as a healer whereas random healers tend to play too carefully, hence as soon as I queued anything but one, the slower pace becomes immediately apparent.

    ...Not sure about the 'fun' part though, considering they are relative. I just watch how many % the boss have left by the time the buff comes back up. Anything below 10% means I'll just hold it and rejoice in knowing the party I'm matched with are kickin' and alive. Otherwise, no biggie.
    (0)

  2. #2
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    As a tank, I've always found the 2nd, 4th and 6th pulls take a little longer, but nothing serious. I don't know what solution a player would want. We already have 2 minute burst windows for most jobs. Shorten them to 1 minute? Make them variable with the dungeon length? Reset all abilities every time no one has hate (a pull is over)?
    (1)

  3. #3
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Playful Kitten
    World
    Ravana
    Main Class
    Dancer Lv 100
    If you are struggling with damage in casual dungeon content then its not the game.

    Dungeon mobs have such low HP that you barely get off a full rotation before they die, and if they are taking forever, then either one or both of the DPS are terrible and need to learn their job a bit better.
    (3)

  4. #4
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,064
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by DixieBellOCE View Post
    [...]Dungeon mobs have such low HP that you barely get off a full rotation before they die, and if they are taking forever, then either one or both of the DPS are terrible and need to learn their job a bit better.
    Now that you mention this, I remembered that time when I was meme'ing with a full premade with my friends by running as a CNJ into 4-man dungeons roulettes. Funnily enough I do vaguely remembering they mentioned about their 2m cooldowns lines up just perfectly as opposed to our regular premade runs where there's usually about 30s gap time before it comes back up again after each wall pulls finishes. It makes me think that devs (for the most part) do take account of most participant's dps except healer's into consideration. Because as a CNJ I was limited to just a weak Cure II (missing lv85 trait) with no AoE to throw and hilariously weak Stone II fillers, whereas if I queued in as any other full fledged healers I would've gone ham on dpsing.
    (1)

  5. #5
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Playful Kitten
    World
    Ravana
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    Now that you mention this, I remembered that time when I was meme'ing with a full premade with my friends by running as a CNJ into 4-man dungeons roulettes. Funnily enough I do vaguely remembering they mentioned about their 2m cooldowns lines up just perfectly as opposed to our regular premade runs where there's usually about 30s gap time before it comes back up again after each wall pulls finishes. It makes me think that devs (for the most part) do take account of most participant's dps except healer's into consideration. Because as a CNJ I was limited to just a weak Cure II (missing lv85 trait) with no AoE to throw and hilariously weak Stone II fillers, whereas if I queued in as any other full fledged healers I would've gone ham on dpsing.
    I've been playing prominently healers this patch, and for Endgame dungeons i can almost guarantee i do more damage than the DPS themselves during Trash Pulls.
    The amount of people that don't know they have AOE or don't understand how their AOE cone attacks work, is very worrying.
    (0)

  6. #6
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Idk in my experience, I always have 2min cds or at least one burst option for each mob pull. Im also smart enough to hold some skills and not burst down the boss at 15 to 20% HP, which will usually drain in 10 to 15 ish seconds. If you wall to wall pull (which should be happening), this is not a problem worth mentioning.
    (1)

  7. #7
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,405
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    So many people missing ops point lol
    (0)

  8. #8
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    It all depends on the party dps really.

    As RMD, back in 6.0 I used to blow Embolden and Manafication on the first pull, then Magic Barrier on the second pull, and I would have my Embolden and Manafication back for the boss. Then in 6.1 kill speeds sped up and I would start seeing parties where Embolden and Manafication only come up after the boss fight started, and the boss would die so fast that if I used the cooldowns in the boss fight, they'd not be up for the next trash pull, etc.

    So now in 6.3 I have changed to Magic Barrier on the first pull, then Embolden and Manafication on the second pull.

    But when I go down into the Lv.90 roulette (as opposed to Ex Roulette) then every now and then I run into groups that kill slower (e.g. the rest of the group are all just starting to gear up at Lv.90) and I would see more use of my burst cooldowns.

    There's just no point thinking so much into cooldowns. You naturally get into a rhythm for the current content and it would slowly change up as everyone gear up. Then you settle into the new rhythem. I think it's fine. Unless they refresh our cooldowns when we leave combat, giving us a clean slate after each fight, there's just no way to always have consistent results between parties.

    I think this "variety" actually makes the grind on the same dungeons over and over throughout each patch to be more bearable. I wouldn't want all my dungeon runs to feel exactly the same no matter who I party with. That would really bore me to death...
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

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