Okay, that's incredibleAlphinaud healed the big pull at the start of Mt Gulg. You know the like 4 or 5 packs? I did that with Alphinaud.
As for them doing low damage, it's because they are trying to make the dungeon run last about 30 minutes and only do single target attacks. They want faster runs of 20 minutes or less to be something you get players for.
So, assuming if you're able to pull multiple packs and survive, can you lower the 30 minute average, or do your trust members end up doing basically no damage at all because you're ahead of schedule (for lack of a better term)?
Alphinaud healed the big pull at the start of Mt Gulg. You know the like 4 or 5 packs? I did that with Alphinaud.
As for them doing low damage, it's because they are trying to make the dungeon run last about 30 minutes and only do single target attacks. They want faster runs of 20 minutes or less to be something you get players for.Because in order to increase our Grand Company rank, SE wanted to make it feel like we were actually a commander/captain of something. So they took a long time and developed an NPC system where we "recruit" and "command" a squadron and tackle dungeons with them, commanding to stand/follow/attack.
That's all it was ever intended to be. The reason Duty Support does not work the same way is because it has a different purpose and we don't "command" the NPCs, so they act independently.
You mentioned squadrons, that's all.These were all said in order with the conversation that took place.
You asked why is it different when you play with your... squadron. But you are saying that clearly does not mean your... squadron.
What?
Re-read the entire first couple of pages of this thread to get it. Again, it's entirely on you if you don't understand how I point out the differences between NPCs and squadrons. Everyone else seems to understand, regardless if they agree or not.
Quoting out of context doesn't validate your "point".
I've found I can speed Duty Support runs up a bit by pulling nearby trash packs, adding them to the one we're currently fighting. The multiple packs take about the same time to kill as the singles. (I never do this with live players
I just tried a squadron command run, and those NPC's just don't get out of the bad stuff. Duty Support NPC's make all the right moves, and serve as a teaching aid in unfamiliar dungeons because you just have to folow them to the safe spots
Last edited by SamSmoot; 05-11-2024 at 02:12 AM.
Trusts actually seem to end up doing more damage with a scale based on how long it takes you to get through the dungeon.
Their goal is to keep the same pace no matter how bad the player is. Thus, if you notice them doing piddle amounts of damage, you must be a good player! :)
http://king.canadane.com
Ehhhh... no.Trusts actually seem to end up doing more damage with a scale based on how long it takes you to get through the dungeon.
Their goal is to keep the same pace no matter how bad the player is. Thus, if you notice them doing piddle amounts of damage, you must be a good player!
If the goal was to keep the same pace no matter how bad the player is, NPCs wouldn't get one-shotted.
And btw, I don't consider myself a good player, I'm pretty sure I'm average.
This is a myth and is not remotely true. Most of my trust dungeons are 23 minutes.Trusts actually seem to end up doing more damage with a scale based on how long it takes you to get through the dungeon.
Their goal is to keep the same pace no matter how bad the player is. Thus, if you notice them doing piddle amounts of damage, you must be a good player!
Edit: Also they are parsable, they do the same (bad) damage the whole run regardless of what you as the player does. There is no scaling.
Last edited by Arkdra; 05-06-2024 at 06:17 AM.
This may be, but Ill take dumb Trusts on first runs over players every time. Many players tend to assume you know the encounter unless right off the get go you say something. NPCs expect nothing and surely do not whine when you make mistakes.Trusts actually seem to end up doing more damage with a scale based on how long it takes you to get through the dungeon.
Their goal is to keep the same pace no matter how bad the player is. Thus, if you notice them doing piddle amounts of damage, you must be a good player!
What Square should do is allow the Weeaboo Police Troopers to be selectable NPC party members for a reasonable amount of gil. The WPD would gladly offer their services to adventurers for a small fee.Hi
The option to use a NPC party for dungeons during MSQs is great, so we don't have to wait for a party. In theory...
The main problem is, Aphinaud is the worst healer in gaming history! He doesn't heal me at all until I have less than 20% health. And the tank isn't much better.
I've been trying to do the Grand Cosmos dungeon for the MSQ with NPCs, and everything went somewhat ok until the last boss, the flame-something dude. Alphinaud keeps getting one-shotted, and Tancred (tank) can't control the boss at all. It's completely un-doable with NPCs.
And why is NPCs doing almost no damage at all? During trash mob fights, I'm the one to take them down. Tested several times, by AFKing and simply watching, and the rest of the group barely made a dent in any mob.
FIX IT.
Doing dungeons with my squadron is COMPLETELY different. Everything runs smoothly, like it's a group of real players, good players, and everyone is doing their job perfectly. The only issue is that they doesn't seem to take much damage if they don't move away from red areas, which is ridiculous.
Favor the road traveled by few.
Remember the Titanmen
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