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  1. #4971
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    658
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I very much miss ARR style pulls where you could just pull the entire set of mobs before the first boss if your tank and healer were skilled enough. It was something of a difficulty slider within the content itself; want to actually stress the tank/healer kits? Pull everything, it's possible with skill. Can't quite do it? Pull only a couple of groups at a time, you'll clear eventually. It was the best way I think to make dungeons both difficult and accessible without having to dedicate entirely different difficulties. I get why it's not there anymore, but that option to have something accessible or something difficult in the same piece of content hasn't been replicated all that well since outside a handful of big pulls. Mt Gulg is the closest we've had since then.
    (19)
    #FFXIVHEALERSTRIKE
    Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
    1. An engaging DPS kit beyond a nuke and DoT.
    2. Increased incoming damage so we have more to heal.
    3. Distinctive playstyles amongst the healers.
    4. Some nerfs to non-healer heals, we shouldn't be replaceable.

  2. #4972
    Player
    MuraBoy's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    48
    Character
    Mura Harusame
    World
    Behemoth
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by TheDustyOne View Post
    I very much miss ARR style pulls where you could just pull the entire set of mobs before the first boss if your tank and healer were skilled enough. It was something of a difficulty slider within the content itself; want to actually stress the tank/healer kits? Pull everything, it's possible with skill. Can't quite do it? Pull only a couple of groups at a time, you'll clear eventually. It was the best way I think to make dungeons both difficult and accessible without having to dedicate entirely different difficulties. I get why it's not there anymore, but that option to have something accessible or something difficult in the same piece of content hasn't been replicated all that well since outside a handful of big pulls. Mt Gulg is the closest we've had since then.
    I also miss when the dungeons weren't just a straight corridor
    Not that it was very different from that lmao but anyway...
    (7)

  3. #4973
    Player
    SannaR's Avatar
    Join Date
    Feb 2018
    Posts
    3,320
    Character
    Sanna Rosewood
    World
    Midgardsormr
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Rolder50 View Post
    They could also, like, make the mobs do enough damage such that pulling more would actually increase the odds of the tank dying. Would certainly feel more organic then having a "You are not allowed past here till the trash is dead" wall.
    I'm not sure if that would work as that would probably just cause people to see it as chain pulling which also gets complained about. Then there's dungeons like the Fellcourt of Trioa, Azdaal's Legacy and Kitis where there are walls but also more mobs that spawn that it doesn't always happen often where a tank doesn't notice the aoe telegraph that something is about to join the fray. Trust me I do feel that encounters need to change in someway to make them feel fun for everyone in the group. I just don't know what that change would look like. Maybe bring back the ability to do pulls like the mammets in Gubal Hard where you could pull the 1st group zone to the upper floors and still have them following you into the next group.
    (1)

  4. #4974
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    158
    Character
    Buzam Aidorouge
    World
    Maduin
    Main Class
    Ninja Lv 100
    Quote Originally Posted by SannaR View Post
    Pulling wall to wall started with the players and has stayed that way. The devs have tried multiple times and a few different ways to try and slow it down with very little if any success. Look at the start of Antiascope, Lapis Manalis, Anamnesis Anyder and soon to be the lv91 DT dungeon. They all either have a "moving" platform that doesn't allow for bigger pulls or blocks you from pulling more than the 2-3 mobs at the start. You see or hear a lot of people who gripe about those dungeons just due to how they start out. Though I do agree Antiascope could probably take out that 1st block cause if ur that high of a level and struggling to heal or tank two trash mobs then um maybe those roles aren't really for you. The whole "better things to do" is also partly why they got rid of side rooms. The other is due to not putting things people would want to take the risk to go and dip into a side room. But then I'm not exactly sure what you could put into those side rooms to make it feel worthwhile as even when there are "worthwhile" items up for grabs people still chose not to go for them. For example I know a lot of people don't know where in Haukke Manor the manor varnish comes from.
    Yeah, I did start to notice once I got to Heavensward that more and more of the dungeons were pretty linear compared to what I encountered in ARR, or had more "set" 2-3 pack limits between doors/paths, which is why I was uncertain about when wall-to-walls became the norm because it seemed like dungeon design was both encouraging faster play (no side paths to explore, all treasure chests right out in the open) but also trying to stop people from pulling literally everything in the dungeon (with some exceptions).

    I do know it's lead to this conundrum where I couldn't keep up with some wall-to-walls (making it troublesome/undesirable to heal) but *without* WTW in other dungeons I was bored spamming my limited DPS kit. I just couldn't find a happy medium and I quickly fell off trying to heal in player group content and just assumed it was a "me" issue. Turns out the role does in fact have some problems under the hood, I just hadn't gotten far enough to actually experience it.
    (2)

  5. #4975
    Player
    Cach's Avatar
    Join Date
    Mar 2016
    Posts
    244
    Character
    Cach Mandrake
    World
    Hyperion
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Graveyardprincess View Post
    tbh them changing and making dungeons so tanks cant massively pull was a mistake with the damn walls and invisableness of walls that needs to be reverted
    I actually prefer smaller rooms/pulls as I dislike the usual frenetic pacing. Of course, enemies should be more complex, dynamic and/or strong to compensate for the smaller number. But I doubt that will ever happen.

    Also, ever since they removed xp gain from trash mobs, the little dopamine hit of clearing mobs by AoE is not really there anymore.
    (1)

  6. #4976
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Rolder50 View Post
    They could also, like, make the mobs do enough damage such that pulling more would actually increase the odds of the tank dying. Would certainly feel more organic then having a "You are not allowed past here till the trash is dead" wall.
    I hate those damn walls. You know what still doesn't need walls? Some ARR dungeons which hit hard enough in the context of healing abilities available at that level. Just take out the barriers and make the mobs hit harder so beginners can still do single pulls, average players can do double pulls and triple pulls are where it's too dangerous for most people. Being able to choose the difficulty of pulls would do wonders to combat the sleep inducing boredom of healing newer dungeons.
    (11)
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    MSQ
    Viper

  7. #4977
    Player
    Join Date
    Apr 2024
    Posts
    448
    grats on 500 pages
    (11)

  8. #4978
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    658
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by MuraBoy View Post
    I also miss when the dungeons weren't just a straight corridor
    Not that it was very different from that lmao but anyway...
    One thing I'd like is for them to mix up the dungeons a little and let us fight the bosses in any order we want, or take a page from variant dungeons and let us alter the bosses based on things we did just before. We don't need to have the large variety of different outcomes that variant offers, but things like "do this puzzle and the boss becomes easier, don't and you have extra mechanics to face" would be another way to spice up dungeon runs. Could even offer extra rewards for doing the harder version like a second chest, or a unique glamour or minion.

    I don't see it happening since we'll largely get the "standard run" variant that everyone expects you to know, but it'd be nice to have a little more variety in the standard dungeons. I don't care for the multiple endings of variants, but at least some changes to standard dungeon runs themselves would be nice.
    (5)
    Last edited by TheDustyOne; 06-25-2024 at 09:33 AM.
    #FFXIVHEALERSTRIKE
    Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
    1. An engaging DPS kit beyond a nuke and DoT.
    2. Increased incoming damage so we have more to heal.
    3. Distinctive playstyles amongst the healers.
    4. Some nerfs to non-healer heals, we shouldn't be replaceable.

  9. #4979
    Player
    SannaR's Avatar
    Join Date
    Feb 2018
    Posts
    3,320
    Character
    Sanna Rosewood
    World
    Midgardsormr
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Aidorouge View Post
    Yeah, I did start to notice once I got to Heavensward that more and more of the dungeons were pretty linear compared to what I encountered in ARR, or had more "set" 2-3 pack limits between doors/paths, which is why I was uncertain about when wall-to-walls became the norm because it seemed like dungeon design was both encouraging faster play (no side paths to explore, all treasure chests right out in the open) but also trying to stop people from pulling literally everything in the dungeon (with some exceptions).

    I do know it's lead to this conundrum where I couldn't keep up with some wall-to-walls (making it troublesome/undesirable to heal) but *without* WTW in other dungeons I was bored spamming my limited DPS kit. I just couldn't find a happy medium and I quickly fell off trying to heal in player group content and just assumed it was a "me" issue. Turns out the role does in fact have some problems under the hood, I just hadn't gotten far enough to actually experience it.
    The funny thing is some of the Heavensward dungeons did have out of the way chests. The Aery's 1st two little off shoots at the start used to have chests hidden in them, but I want to say they only had potions or clear glamor prisms. Which most people see as useless junk. So they got moved if not removed. Heck I'm not sure how many people know there's a chest or was one all the way to the left in Saint Mociaane's Arboretum at the start of the second trash section after the 1st boss. It does contain an armor piece, yet it's out of the way and whomever goes to go get it outside of the tank will have to pop sprint in order to not fall behind. Which can be kinda spicy if you're the healer and you have a crap tank.
    (1)
    Last edited by SannaR; 06-25-2024 at 09:32 AM.

  10. #4980
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by PapaIggy View Post
    If you keep paying your sub this means nothing. Plenty of folks will fill in for healing who don't care. You really want to get Squares attention convince a few 100,000 people to turn off auto renew on their subscription on 6.28.24. Give up your housing and FC's. Show them you mean real business. Otherwise not playing a specific job but still paying to play is going to amount to jack and spit.
    A lot of people in this thread seem frustrated that we're still going to have fun playing the game without providing "healing NPC" services. Sorry to see it, I hope you too are able to cope with the fact we have agency over what we spend our money on and what content we do.
    (23)
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    MSQ
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