Quote Originally Posted by Zumi View Post
Dungeons with trusts are actually much harder than queued dungeons, due to the fact if you make a mistake and die with trusts you have to start over at whatever boss you were fighting but with players you just get a rez and continue. The plus side of trusts is that you don't have to wait for a queue, but it is for sure a much difficult experience.
They're only harder if you're healer, because they aren't scripted for you to heal the party. The NPC's will move to "perfect" pixel locations, but you can't. So when you get like the meteor markers (the pink ones that you're not supposed to stack on) they will always move to the same position, which means you need to run away from them, which sometimes means you can't avoid stacking.

I had this happen multiple times (and it was always Krile.)

In most of the Trusts lean "Slightly hard" because you always have to do the fight over. So there is always the possibility of dying at 2% remaining. Unlike in a player instance where the tank/dps will continue until they die. But since they have perfect positioning they likely won't die. The only adjustment in this case I would recommend is that if the player character is KO'd, the NPC's have 12 seconds to try and revive you, and if they don't manage to cast revive, then it's treated as party KO. *cue sonic the hedgehog drowning music*

As a healer, you can pretty much not take any "increased damage" stacks, because many of the attacks result in 5% health remaining so if there is even a single one of these, that means you have to be 100% and have to prioritize your HP over the party members in order to survive the next thing that causes unavoidable damage. So in effect, you're being trained to follow the NPC's movement to avoid stepping in bad, rather than react to the party conditions.

Overall, I think DPS have it easier, because they don't need to be concerned with anything but avoiding damage.