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  1. #61
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,439
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by brinn12 View Post
    1 - Most of my dungeon runs via Duty Finder have always been the opposite of speedruns. I fail to understand where the notion of "the community wants speedruns" comes from, when some players are still bringing Endwalker gear into Expert roulettes. And if Square Enix catered to speedrunners, they wouldn't allow that to happen, or would start designing dungeons with real DPS checks.
    Could be a DC thing but on Aether when I was on a much more potato PC I would get delayed a bit as the tank and the dps were already off ahead of me trying to pull things. You see that sprint button get hit immediately as soon as the gate drops and people will hover by the exit of a boss to start sprinting out after them. The Aether community definitely wants their daily dungeon roulettes to take as little time as possible and have for years.
    (0)

  2. #62
    Player
    brinn12's Avatar
    Join Date
    Feb 2022
    Posts
    224
    Character
    Lua Navkov
    World
    Brynhildr
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by TaleraRistain View Post
    Could be a DC thing but on Aether when I was on a much more potato PC I would get delayed a bit as the tank and the dps were already off ahead of me trying to pull things. You see that sprint button get hit immediately as soon as the gate drops and people will hover by the exit of a boss to start sprinting out after them. The Aether community definitely wants their daily dungeon roulettes to take as little time as possible and have for years.
    I don't consider this speedrunning at all. These people have done hundreds of dungeons, possibly thousands. It's only natural that they walk soon after a pack dies, or sprint. There's nothing else to do other than to walk forward.
    (4)

  3. #63
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    838
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by brinn12 View Post
    I don't consider this speedrunning at all. These people have done hundreds of dungeons, possibly thousands. It's only natural that they walk soon after a pack dies, or sprint. There's nothing else to do other than to walk forward.
    there is yes! walk in the wall!! ok but seriously I do agree sadly
    (1)

  4. #64
    Player
    Shistar's Avatar
    Join Date
    Dec 2021
    Location
    Aurum Hell
    Posts
    110
    Character
    Cordelia Crow
    World
    Phantom
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Basteala View Post
    God this. So much this. But that would require effort. And money. Money that needs to go to the next blockchain dontcha know.

    Let us return to the good old days where a sprout would pull into Oblivion and make the healers sweat bullets. Now that's how we feel alive again!
    Running Stone Vigil as a fledgling healer back in the day had my heart pumping when baby tanks without any magic mit would pull the dragons, the sprites and somehow make sure they'd always me out of my line of sight. I sure learned quickly LOL
    (0)

  5. #65
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,826
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Xelanar View Post
    I don't really mind linear dungeons.
    I do mind how uninteresting trash is (always has been). No mechanics, nothing to look out for, because whatever few mechanics do exist, barely hurt at all.
    Same. While I'd appreciate the aesthetic variance of having a less linear dungeon (maybe even, hell, some backtracking [away from a boulder or the like after baiting the enemy to set it off so that you can use it to break through a gate below or whatnot], some path randomization, etc.), the larger dungeon problem for me is just that (A) all trash feels basically the same unthreatening mush and (B) bosses end up feeling too same-y, largely because they almost always amp the frequency of mechanics instead of the damage, making each have a dully slow/barren start instead of just a comparatively forgiving one.
    (1)

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