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.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.
It's still a wall pull if the wall is one pack, you've just hard enforced a wall pull because you literally can't pull any less.
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 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.
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.
I also miss when the dungeons weren't just a straight corridorI 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.
Not that it was very different from that lmao but anyway...
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.
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).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.
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.
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.
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.
Graphics
MSQ
Viper
grats on 500 pages
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