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DevilTDriver

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  1. I say we need less buff classes.. We have too many mandatory slots as it is. Blue buff and soulburn is already reserved in raids.
  2. 1. Enrage timers are very generous in this game, almost never factors in the difficulty. I've only enraged when I intentionally joined undergeared parties with an undergeared character. Messing up mechanics in normal mode has almost never been the cause of enrage, but rather the team I had during "champ select". (skip) 2. There is the tab escape and F roll (some classes have a third trinket), but other than that, you're right about being koed with a cc lock. The pvp style in this game is a matter of taste. I haven't played other fighter games much to really compare, but
  3. 1. Messing up a mechanic, which prolongs a fight is basically what normal mode is. You lose out on a bit of mech damage, but the fight goes on. Choosing to run a hard mode dungeon where the same mechanic wipes you is not what I consider masochist. Also it's not as polarized as what you describe. Some of the mistakes done in raids and hard mode dungeons are not always instant wipes, but salvageable if you coordinate compensation with the team. 2. If you're suggesting I'd be interested in extreme mode where one tiny misclick is an instant wipe, no that would not interest me. I'm cont
  4. 1. Hard mode dungeons and our raids do a good job of that I'd say. 2. Nope, I can dance around with the bots for the full 4 minutes if I wanted to lol. Clearing them in a CC chain just means speed. This is coming from someone that's very well geared though, if you do it in pve gear, sure you can say that. 3. That makes two of us. How they scale up is the question. One idea I propose is to have a difficulty slider from HM level 1-25, except the floor is not 1, but the current dungeons difficulty. Have this difficulty slider exclusive to hard mode, re-enable hard mod
  5. I don't see how your definition of difficulty makes sense. If messing up a mechanic just means to prolong a fight, that actually makes it easy, but time consuming. If it prolongs it where it never ends, that a soft enrage. I don't have a problem with the AI having perfect reflexes, having pvp knowledge, you learn to work around it. As for the ignoring cooldowns, maybe happens to others, but I haven't had that been an issue. Everytime I've had a hard time is because I've made a mistake. You do have a point though and that does need to be fixed. Wearing lower gear for TOI doesn'
  6. Looks like I'm in the minority, I found it quite fun, just not challenging enough. Getting rank one is gear and technique check, not what I call a challenge. If they decide to trash old content instead of recycling, I'll just agree to disagree with the developers and continue playing until they deplete all interesting content.
  7. TOI isn't a tower of infinity anymore. The final floor has been attainable for well over a year. The allure of climbing floors which made this content interesting is long gone. Likewise, trial arena needs a similar update. While we're at it, make new badges for class balancing (some classes outdps others by way too much, others needs some serious QOL changes). It doesn't even have to be a new concept necessarily, but a buffed version of old badges. (e.g I still insist on a destroyer primal force, eternity badge 2.0 with 8s of wrath vs 3s) Make the tokens for new badges post-fl
  8. I want to ask, are PTS the main bottleneck or anything else? Also I feel that the PTS that are craftable should only work up until raven 9 and maybe it shouldn't be called PTS, but something else like Raven Transformation Stone. If there are any other bottlenecks, then the same concept of craftable mats via running hard dungeons should apply to it, with very minute quantities in normal mode.
  9. Yes, that is a all. I don't see how it would be a problem to log on with 1 hp by default instead of dead.
  10. I guess, you can try LFPing that dungeon on non daily days. I can see how that can be a problem, it never made sense to me. I wouldn't mind if they reverted it to the final boss again.
  11. 1. 10 runs before purchasing a badge sounds reasonable. To make it not too easy maybe add a badge mat from another class as part of the purchase. Agreed with the awakened BT mystic badges not using the same mats, it should be cheaper. 2. No that is too drastic of a change to PTS. What I can agree to is to have nontradable versions of PTS crafted with double the materials as the equivalent. This takes away the RNG element as well as giving a fair price to make. 3. Sounds fine, doesn't seem like that will hurt at all. The old dungeon finders should still be available
  12. Reposting, but keeping it short. I like the idea, but disagree about whole scales, instead have fragments drop 1-2 in normal and hard mode. In addition to hard mode have 1 fragment be guaranteed in dynamic box.
  13. Sounds like a good idea, thought about it for a bit and I don't see the repercussions. People who use DKP can still copper bid. After thinking a bit.... Potential issues can still arrive, by abusive people, small chance but I've thought of some scenarios. If someone in a DKP group really wants an item, they can end up gold bidding and getting the item. Though the leader could simply kick this person and restart the bid. A leader after seeing a big bid could also randomly kick people so he gets the most gold. So scammers can still be scammers, unless there's a kick lockout duri
  14. The lockout during a kick can easily be solved by having a 1 minute timer. This will deter spam joiners. On the off chance of accidentally kicking, which is rare (can't remember the last time I did that), they can just wait the 1 minute and rejoin. Better yet if you explicitly invite them, it overrides the lockout.
  15. 1. It's been over a year since grabs have been actively sought after in F8. The last time people have asked for grabs was for Naryu sanctum and Desolate tomb. In Naryu Sanctum, all 3 bosses were grabbable. If you look at a recent dungeons like SST, DD, and RT; it's a different story. You grab very sparsely or the bosses are ungrabbable at all. Think about this, soulburn and fighting spirit are just dps support skills, but it would be blasphemous if a boss were to be suddenly immune to SB and BB. This very thing is happening to grabs, but it's not treated with the same respect. 2. T
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