I think they could afford to speed up the Trust/Duty Support up a little, especially if the player is the healer role. Even if they the same speed as average players I don't think people would be choosing them over a real party, because a real party would always be more fun and/or have the chance to finish much faster.
that... & i can afk for even half an hour as long as i keep coming back within ten minutes to move the stick lol... I can take my time and actually enjoy the dungeon instead of having to deal with some f'ing wall to wall speedrun bs.... especially the first time. The npc's say things relevant and even build on the quests outside just b4 it (like alisae in Holminster). I can learn the bosses so well that when i DO get said dungeon in leveling roulette i can just do it by memory almost blindfolded and pretend the people are npc's lol... somewhat. Mainly it's just being able to take my time and enjoy it. ALWAYS do the msq dungeons with npc's the first time. I'm just past Mt Gulg and nothing in the game has even been that hard up to now... MSQ wise anyway.
LOL I went in a leveling roulette the other day (on sam)... got Holminster, and a bard said as we were waiting to start that she'd like to take time to watch the cutscenes being the first time for her. The tank immediately left... i was like wtf rofl...
Last edited by AzhreiVahlok; 05-07-2024 at 01:30 PM.
I use the npc's alot. If you're tanking, you could pull 2 groups of mobs maybe even 3..... but u need to BACKTRACK and get back in range of Alphie or Urianger cause they can't keep up and are way behind you and you'll die waiting for a heal. It may not be faster but it's less annoying just to take one group at a time with them. Maybe move to the next group once a couple mobs or so from the first are dead. If you're a healer or DPS, u can run to the 2nd group and shoot one (stack regens on the tank first if you're healer) then run back toward Thancred or whoever, he should be coming to you to grab the new mobs.
As for bosses, I've had runs where alphie and Urianger do great, then (more often recently in late Shadow) where they're complete morons and just stand in the aoe w/o moving. Like the last boss of Gulg, Alphie died at the end just like that, i was pld, spammin my heal we finished the last 20% with him eating the floor. As annoying as she is (if you're on dps) with taking the limit break the SECOND it pops up, Alisae is good to have as the other dps.... the healer does a stupid she can raise em. As for trash mobs the npcs just get back up i think if u survive the .. "trash pull".
idk THancred for me can handle 2 even 3 groups.... even with a npc healing and not me.if you do trust party and try to pull more then 1 group at once, well, you bet, healer can't keep up with healing, tank isn't tanky enough to deal with them, and DPS doesn't use aoe, that why trust party only for people that enjoy lore or just want to afk through most dungeon, if you search a fast way to level up better do it with real player
The correct way to optimize trust dps is to run Urianger and Estinien because they buff you which should be the best thing they can do at any given time. Ryne also good when she's available.
Its funny but lately real people are even worse
I think that all SE needs to do is not make the trusts play worse when the player is better. It should reward better gameplay, and that in turn will train players to be better overall. That will spill to other parts of the game.
The way it is right now they don't change or get worse the better I play, what's the incentive to bother when I can more or less just pull and tab out to netflix until it's over?
And I'm not interested in sitting in 10-20 minute queue, yoy aren't forcing me into the queue unless I really feel like it. I prefer a more laid back experience where if I'm learning a fight I'm not getting 3 other people impatient.
SE and the playerbase at large need to understand positive reinforcement is always better than negative.
I seen op mention grand cosmos and whine that thancred can't keep the boss attention.
Got me wondering just how inattentive the op is when it comes to mechanics.
That particular boss has a few attacks that aren't just for the tank. Mortal flame has each player goto a object to transfer the blue flame onto or they die. Otherworldly heat has ppl spread to drop their crosses.
Then there's where he gives each player a sword number to give a indication of who he dashing towards and ya need to run far from him and angle in a way so no furniture is on fire that can be used for the blue flame mechanic.
So saying that. I wonder if it's really the trust system or the op themselves that are the issue.
The trust system actually has you figure out a different way to run the dungeon. It's neat but very doable.
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