I hate dungeons now

This is why I love follower dungeons and delves. Apart from when I was speed-leveling my second alt with fast dungeon queues, I haven’t set foot in a dungeon with other players for the whole expansion.

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Think the problem now, and for a while is, tanks can survive vastly more than the group can interrupt and survive.

My big pet peeve is pulling multiple groups of casters without some sort of mass grip mechanic. Creates a giant mess and I don’t have 10 interrupts I can blow in quick succession to try and get them to come in, which most of them don’t, they just re cast.

And the meta problem with this design is the player that creates the problem doesn’t have to pay the bill. Everyone else does.

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This probably would need to come with a reduction in the community-driven imperative to do everything as quickly and efficiently as possible, though, because otherwise the message that a lot of players will take away from all that is, “this is too much of a bother, I should just buy carries for it all”.

People still farmed stuff, but yeah dungeon runs were a less common overall, and definitely not spammed. In vanilla and TBC, if I did 5-6 dungeon runs in a week that was a relatively full week. 10 runs was downright busy. Now people do that in an evening.

just ran a dungeon to test this out granted as a dps and it was an older dungeon but hmmm

It wasn’t bad per say but yea the tank never stop just pull the whole room he would pull kill and keep going

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I love it when people defend the over pulling mentality when it’s becoming a problem for those who can’t over heal or that tanks expect those that are low levels to heal the group and or the tanks. And yet the tanks themselves have zero consideration of anything but to over pull the whole dungeon in both normal and or heroic.

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Sounds like you dunno how to heal

Even in XIV I never quite experienced what I have in War Within. Some people just really have their britches twisted and in a hurry to get absolutely nowhere by saving a few minutes. It’s hilarious. :laughing:

Also I wouldn’t credit it to just Tanks either, legit had a healer try to speed me up while Tanking.

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A player issue it sounds like.

I had to tell people dying yesterday to get out of the AOE on the ground in Priory… kept standing it in and dying. :person_shrugging: I’m a good healer, but I’m not a miracle worker… you can’t pull the entire place AND stand in aoe lol

FF14 is WORSE?

Thanks for the tip!

Heroics too easy. Buff heroic and problem goes away.

/thread

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It’s not, I haven’t got a clue what that person is talking about but nearly all FF14 dungeons are hard-locked - and balanced around - pulling 2 groups of mobs at a time before being allowed to continue. The only exceptions are the earliest dungeons created before they solidified their formula

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that or just do what XIV does and put a wall in the way with every 2 pull, so those who want to pull heavy can but you can’t pull to much or go nuts

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Ion bragged specifically about WoW not having these in a recent interview, so that’s never going to happen.

I’m sure this is 100% accurate and the original poster is not leaving out nor changing details. Obligatory /s.

I’ll be honest, in the hypothetical event WoW did do this it would be exceedingly boring. It works for FF14’s slower, more rotational and reaction-based combat, but WoW is much faster paced and built more around ability priority and procs - the more targets there are to hit, the more damage you do, the more procs you get, the even more damage you do, receive dopamine, zug boss, get loot

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a lot of opinions for m+ not even starting yet

Nerf tanks until they’re attached at the hip to the healer.

Exactly. Tanks are playing badly because there is no cost to them for doing so.

The way the trinity is supposed to work is:
-DPS can kill things but cannot survive being directly attacked so they need a tank.
-Tanks can protect others from attacks but cannot sustain themselves long term so they need a healer.
-Healers can sustain the other players but have limited mana and cannot heal indefinitely so they need the DPS.

Everyone in the group needs the others and if they don’t do their jobs then they all suffer for it.

Now tanks can sustain themselves indefinitely and don’t need the other players. So why should they care about the other players?

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At least it helps people learn them ahead of endgame. But the 80 dungeons are rather… special lol

now thinking about how M+ is like yea they couldn’t do this anyway

well the only other way I can see to fix this or however you see it is you have to make the mob hit harder and have more health so you can’t melt them away