All this discussion about dungeon Difficulty, but one thing we should also talk about.
There are just too many Walls and Doors in the new Dungeons that prevents you from moving on.
Do we really need to be forced to do 1 pack of mobs at a time now?
All this discussion about dungeon Difficulty, but one thing we should also talk about.
There are just too many Walls and Doors in the new Dungeons that prevents you from moving on.
Do we really need to be forced to do 1 pack of mobs at a time now?
Yeah, I'd like fewer walls myself. Tanks should have room to push their limits, it would also create an environment where tanks can take enough damage to justify healers, to that end let us pull into bosses again!
Perhaps it is to stop tanks from pulling 2-3 sets of add at a time. Healers may of balked at that on a regular basis. I know I stopped healing dungeons a few yrs back due to tanks pulling more than they could control and then I got swarmed with adds..But then, that was just me, 1 healer and my experience. I do hear lots of healer chatter tho![]()
"Fanboy is gaming jargon used to describe an individual that has gone beyond the point of being a PC or console game fan and, during online chats or discussions, shifts to defend the program at all costs, unable to take any criticism or acknowledge any shortcomings of the game or gaming console."
*Laughs in Bloodwhetting*Perhaps it is to stop tanks from pulling 2-3 sets of add at a time. Healers may of balked at that on a regular basis. I know I stopped healing dungeons a few yrs back due to tanks pulling more than they could control and then I got swarmed with adds..But then, that was just me, 1 healer and my experience. I do hear lots of healer chatter tho
Ah, that is why I almost fell asleep when healing.
What I feel is not difficulty,
But boredom and burnout.
Dawntrail is definitely, a Downtrail.
♥
yeah its bad for a lot of dungeons this expac. First one and last one comes to mind. Not to mention moronic stuff like the turtle in 99 dungeon
The amount of walls and doors is nothing new.... in fact, it's been in place since HW, it was just less obvious. The mistake that was made by the dev team this time around was simply trying to throw mini-bosses in the dungeons and then choosing to lock them to a small pack. Especially when the mechanics are simply to disengage until massive AoEs go out, or to make sure you're up to snuff on your own concept of personal mit or how to use Feint or Addle correctly while a pair of them spam a room-wide ground slam.
It feels slower because it is, but it hasn't changed for several expansions. I can think of several dungeons going clear back to HW that will lock you out of areas/rooms until you kill specific mobs to prevent over-pulling, and I fail to see why it's all of a sudden problematic.
Ya...lets not open the door for ego pulling.
Lets remove the door instead. If idiots refuse to learn their limits that's on them. Two years ago when I was learning to play WHM, tanks knowing their limits and testing mine was an integral part of ARR and HW dungeons, they've removed that feature and I for one want it back.
Yeah way too many, sometimes it feels bad to use an CD as you know it wont be up on the next pack... and its so slow... im not even about being slow, double the dungeons lenth while letting me kill the mobs 2x as fast would still be more fun. But all those instances where we're literally forced to fight 3 mobs after a pack, just to stop us once more before or after the boss.
And dont even get me started on the stupid whale, snow mobile or raft now.... i just hate those "you cant even run" instances...
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