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  1. #31
    Player
    Graveyardprincess's Avatar
    Join Date
    May 2024
    Posts
    206
    Character
    Raven Nightshade
    World
    Seraph
    Main Class
    Viper Lv 100
    Quote Originally Posted by xbahax92 View Post
    People asked for harder expert roulettes and compared them to mythic dungeons from WoW. What did we get? Variant Dungeons.

    While Variant dungeons are fun the first time, they get pretty repititive after a while. Then, you get criterion and criterion savage. Instead of being another midcore content, both of them are rather tedious to do without a dedicated 4man static. Plus, the rewards aren't really great or heavily gated (glowy weapon effects)

    Here, I'd hope for variant dungeons roulette - just so you have another option next to expert roulettes.
    honestly it would be nice if we got some dungeons you couldnt q for, that you had to spend like max poetics to geta key then go the area of it unlock a cave door or something and it closes behind you kind of thing as in a basicly open world dungeon


    honestly would be great to have open world dungeons that can have up to beyond even what savage can challange ppl with, and we can pick how hard we want it to be by buying the right key for the door
    (1)
    Last edited by Graveyardprincess; 06-23-2024 at 12:08 AM.

  2. #32
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,533
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by HighlanderClone View Post
    You realize big pulls are actually primarily a tank and DPS mechanic?
    Unless your tank is a DRK and to a lesser extent GNB.

    The problem is purely about a tank's self sustain and more importantly, the differences between them. Dungeons have to be designed around the lowest denominator (everyone has to clear it) and so they are designed with DRK's comparatively abysmal self healing. If tank's self healing was more normalised, they could design incoming damage where the self healing from tanks doesn't just provide a self benediction every 25 seconds. Once damage is too much for a tank to handle on their own, that is when healers can come in and deal with the rest.

    I is worth noting that when I say normalise the self heal from tanks, that does not exclude taking self healing away completely and leaving the recovery entirely on the healers (though personally, I think that is a bit extreme).
    (1)

  3. #33
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by Mikey_R View Post
    Unless your tank is a DRK and to a lesser extent GNB.

    The problem is purely about a tank's self sustain and more importantly, the differences between them. Dungeons have to be designed around the lowest denominator (everyone has to clear it) and so they are designed with DRK's comparatively abysmal self healing. If tank's self healing was more normalised, they could design incoming damage where the self healing from tanks doesn't just provide a self benediction every 25 seconds. Once damage is too much for a tank to handle on their own, that is when healers can come in and deal with the rest.

    I is worth noting that when I say normalise the self heal from tanks, that does not exclude taking self healing away completely and leaving the recovery entirely on the healers (though personally, I think that is a bit extreme).
    Sure, I was just trying to remind people that big pulls heavily rely on the tanks using their mits properly, and also heavily on the DPS for completing the pull as soon as possible before the tank runs out of mitigations.
    (1)

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