Remove all barriers, go crazy, pull the entire dungeon
Remove all barriers, go crazy, pull the entire dungeon




Again shocking the game that asks so little from healers you can clear all required content with a “press one macro” leads to disillusioned healers
You can’t solve the problem of disengagement by making the role redundant, that’s exactly the situation we are in right now
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
The boss shortcut thing really doesn't get along with no barriers. What's stopping me from doing most ARR dungeons where I pull all the mobs into the boss, die, let my entire party die- and then use the shortcut?
They suddenly had just let us do that in this expansion.
If they added it, they can remove it.The boss shortcut thing really doesn't get along with no barriers. What's stopping me from doing most ARR dungeons where I pull all the mobs into the boss, die, let my entire party die- and then use the shortcut?
They suddenly had just let us do that in this expansion.
Besides, I prefer to let people find their own fun. The Barriers are an example of wanting to curate a specific experience, but the thing is, that the specific experience is part of whats making it boring.
I have fond memories of the weird A Realm Reborn Dungeons, and the different ways we'd use the cross class skills to tackle obstacles. Like Variant dungeons are a good idea in concept, but in how they actually played it was rather disappointing.
I'd love it if Dungeons became places to explore, not just pick a b or c path.
I'm reminded why I stick to NPCs these days, I just don't get the obsession over wall-to-wall pulls.
tbh the desire to wall to wall is just a symptom, in my opinion. I think its probably that people are looking for excitement in the game. The Theme park style dungeons face the same problem that Theme-parks have with regulars : Ride Fatigue. People get used to the rides and they lose their novelty. Innovation might be expensive but the complaints at least show that there is some discomfort with the status quo. The older XIV had less of this issue because of the degree of options that players had, it used to be that you could choose which stats to put points in, which cross class skills to bring to a dungeon. The way one expressed their skill prevented things from getting stale, but the modern dungeon design has been the same at least since Shadowbringers, which is now at least two expansions ago.
allowing wall to wall pulls would allow some level of skill expression and I do think it would alleviate some of negativity.
I'd rather the individual packs be dangerous than have people go musou mode while pulling everything, because that just leads to a different kind of boredom spamming AoEs on dozens of useless enemies.tbh the desire to wall to wall is just a symptom, in my opinion. I think its probably that people are looking for excitement in the game. The Theme park style dungeons face the same problem that Theme-parks have with regulars : Ride Fatigue. People get used to the rides and they lose their novelty. Innovation might be expensive but the complaints at least show that there is some discomfort with the status quo. The older XIV had less of this issue because of the degree of options that players had, it used to be that you could choose which stats to put points in, which cross class skills to bring to a dungeon. The way one expressed their skill prevented things from getting stale, but the modern dungeon design has been the same at least since Shadowbringers, which is now at least two expansions ago.
allowing wall to wall pulls would allow some level of skill expression and I do think it would alleviate some of negativity.


Two things:The boss shortcut thing really doesn't get along with no barriers. What's stopping me from doing most ARR dungeons where I pull all the mobs into the boss, die, let my entire party die- and then use the shortcut?
They suddenly had just let us do that in this expansion.
- The shortcut only appears once the boss is dead. So the situation you're describing isn't realistic unless you did mean to kill the boss as well. In which case, why would you waste time dying? Just continue on as normal.
- You could make it so engaging the boss also pulls aggro from all leftover mobs in previous rooms. This could lead to a wipe depending on how spicy they wanna make it, or it can make it really fun for the supports suddenly having to scramble to grab aggro, deal with the incoming damage, DPS juggling killing the adds and dodging mechs, etc. (This could also become an intentional mechanic for some bosses, where they call enemies you previously saw out of reach). So people can handle dungeons in two ways: You run it normally and the boss won't be able to call on any/many mobs or you speedrun your way to the boss room and do one big, very spicy pull.
Incorrect. They changed the shortcut so it spawns as you pull the boss.
Midcore is when you take a look at an Ultimate, nod along sagely to a guide and decide to do it when you get 12 months of uninterrupted vacation, which is to say: never.




I don't think anybody is asking to remove the walls before the bosses themselves.
But yes since that recent change all those sub lvl50 ARR dungeons can suddenly be run exactly like you describe.
Secretly had a crush on Mao
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