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Speedruns...Follow

#1 Feb 09 2015 at 11:56 AM Rating: Good
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What's the deal with them? I'm really starting to get sick of joining a group in the Duty Finder and finding out they want to speed run the dungeon.

Not so much the speed running by itself. I can appreciate the need for efficiency. But lately every group i've run into on a multitude of jobs (i108 NIN and i105 BRD) seems to absolutely suck at it.

For instance my last three groups of Sastasha (Hard) have been this way, the same with my last two groups of The Stone Vigil (Hard).

1) The dungeon would start, we would say hello.
2) The healer would buff us and the tank would start running.
3) Picks up the first group,
4) Picks up the second group,
5) Picks up the third group and starts fighting there.
6) We manage to kill a few before we wipe.
R) We revive, start over at 1...

2-3 wipes and repeats later we'll make it to the first boss wasting a good 10 minutes. And people blindly accept this.

If you were to start the dungeon and take them on one-by-one you'd be at the boss quicker, efficienter, without danger or stress, and everyone would still be happy. Well, that's supposed to be the case, but meanwhile you'll get shouted at to pull more (and most likely wipe when you do).

It isnt a case of Gear or Player skill, it's them blindly doing it because; "That one group that runs Coil who know what everyone on their team can do with their eyes closed does it this way, so we will bloody well do it this way as well". And they'll get there, sure. Everyone will be pissed off at each other, names will have been called, maybe people will even have left, but they'll get there.

But seriously? Is it really worth it? Cant we just get rid of this speed run mentality and just do things the old fashioned way one group at a time? At most you're going to be 5 minutes slower doing it this way, atleast compared to a speed run where no one dies (which would be a miracle as of late).

Arent you guys sick of speed runs already as well?
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#2 Feb 09 2015 at 12:10 PM Rating: Excellent
The fault is this is pretty much on the tank. You should pull the first two groups at most, and then based on how the group performs on that pull, adjust the pull size accordingly for the rest of the dungeon.

I hate healers that start going "BIG PULLS!" before the dungeon has even started. You can tell at a quick glance whether your group ostensibly has the iLvls needed for big pulls, but you can't judge the performance of the party as a whole until you've done a test pull. Someone could be lagging, someone could be slacking, someone could be on a borrowed account.
#3 Feb 09 2015 at 12:16 PM Rating: Excellent
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I've become increasingly aware that people either do not know how to or forget to lb. As a former black mage turned bard, it pains me to see that yellow bar sitting full until the final boss. You can build that thing a good 2-3 times during the course of play.

The reason people are speed running is because most of them are trying for zodiac drops. 11% drop, and it has to happen once on DD + AV + every single lvl 50 dungeon except the three newest ones. Once you queue for the 10th time, you start just wanting to get it over with.

I like to paladin for this reason. I see the dps and the healer, and determine how many groups I can take simply based on their hp.
2 - 3000 hp dps and a 3000 hp healer... =( 1 at a time
1 - 3000 hp dps, a 5000 hp dps and a 3000 hp healer... 2 groups only if the 5000 hp dps is blm or bard.
2 - 5000 hp dps and a 5000 hp healer... Pull the room (but ask first).

But if I can help it, I like to bard the dungeons. I can tank ak and wp on my bard, and still push pretty fast even when paired with a 3k hp monk. My favorite combo is 5k bard + blm, 11k warrior, 5k scholar. That is the ideal combo to wipe the floor with quick aoe damage.

Edited, Feb 9th 2015 12:16pm by Valkayree
#4 Feb 09 2015 at 12:22 PM Rating: Excellent
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Not every group can handle efficiently killing multiple pulls at once. If the healer doesn't feel comfortable trying to heal through multiple packs, they should probably say something up front or after a wipe. If the tank doesn't feel comfortable with it, it's less of an issue since he likely controls the pace of engagements. If the tank and healer are fine with multiple packs, and the DPS jobs in the group should be able to do it properly, and there are still wipes happening, the groups should probably discuss what went wrong and if there's anything that they can change to improve on the situation.

If you speak up after a wipe or two, and the party silently continues to try and do the same thing, then I think your frustration has more to do with the lack of communication than it does with "speed running".

I haven't had bad experiences like the one you described. But then, I always queue up as BLM (i116), and my job excels at AoE damage. I think I've also had probably as many tanks who pull only one set of mobs at a time as I have had tanks that grab multiple groups.
#5 Feb 09 2015 at 12:25 PM Rating: Excellent
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Quote:
The reason people are speed running is because most of them are trying for zodiac drops.


Basically this.

When you run into the issue described in the OP it's usually because of one of three things:
1: Your tank can't handle it but thinks he can
2: Your healer can't handle it but the tank didn't bother to check
3: Your group has garbage AoE because of the classes involved

Honestly if any of these three things are going on, you probably shouldn't be speedrunning the dungeon. Maybe you can get away with pulling a couple packs at a time, but you shouldn't be pulling entire rooms of AV.
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#6 Feb 09 2015 at 12:51 PM Rating: Excellent
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Catwho wrote:
The fault is this is pretty much on the tank. You should pull the first two groups at most, and then based on how the group performs on that pull, adjust the pull size accordingly for the rest of the dungeon.

I hate healers that start going "BIG PULLS!" before the dungeon has even started. You can tell at a quick glance whether your group ostensibly has the iLvls needed for big pulls, but you can't judge the performance of the party as a whole until you've done a test pull. Someone could be lagging, someone could be slacking, someone could be on a borrowed account.


I have had dps "help" pull more mobs when I don't want them to. Keeper of the Lake is where this tends to happen for me.

Truthfully, I don't like the larger pulls for this group of Expert dungeons. Too many of the trash mobs have AoEs meaning I have to do the dodge dance while, more often than not, a melee dps doesn't, meaning dead melee.

I also tend to have two crazy BRD dps Catwho Valkaryee whose names shall go unmentioned. I think they want to make my hair go gray.

Valkaryee wrote:
I've become increasingly aware that people either do not know how to or forget to lb.


I might have to start using the tank lb during pulls when I have double BRD.
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#7 Feb 09 2015 at 1:58 PM Rating: Excellent
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Well I did Hullbreaker Isle 29 times.. Most was done as healer, probably 85 percent for shorter Que times. Almost all were speed runs.
I had tanks pull all the way to the first boss fight and have no issues and others can not make it half that far without a wipe? As a healer I got the blame sometimes.. Whats was the difference between parties, it could not be me since I was the constant in the equation. Well sometimes I think it was the tank but mostly its dps especially aoe dps.

Once the tanks defensive abilities are gone a Whm only has a few abilities to keep him alive. Once those are gone if dps has not killed the mobs or at least eliminated most their aint much anyone can do.

The easiest parties always had a BLM. The perfect party seemed to have a bard and a blm..

I had one tank pull to the first boss and wipe and then he tried two pulls and wiped, he then left still. I knew it was not going to be pretty when I saw a dragoon with pretty low hp for that dungeon.

I think too in hullbreaker allot of tanks forget about final sting.

Honestly slower/smaller pulls can go even faster than speed run pulls sometimes. If I can use my mp for damage with holy instead of healing...





Edited, Feb 9th 2015 3:31pm by Nashred
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#8 Feb 09 2015 at 2:25 PM Rating: Excellent
That's actually something I noticed as well. Pulls should be no closer than 2 minutes together if you want everyone to have the bulk of their cooldowns available. Running from pull to pull in a minute or a minute and a half = your healers and tanks are missing half the abilities they need to not die.

In that respect, two clumps of mobs at a time is about right. One clump will mean they die too fast and all the cooldowns are blowing, three or four clumps means you're not efficient about killing.

I'm a very cautious puller in some dungeons. Stone Vigil and Aurum Vale have clumps of roaming mobs that can link to normal pulls if not handled carefully, or the suddenly appearing ice sprites or the sprouting morbals. If the tank approaches all those pulls cautiously, the entire thing will go much more smoothly than if the tank runs in, sword or axe swinging.
#9 Feb 09 2015 at 2:30 PM Rating: Excellent
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Catwho wrote:
That's actually something I noticed as well. Pulls should be no closer than 2 minutes together if you want everyone to have the bulk of their cooldowns available. Running from pull to pull in a minute or a minute and a half = your healers and tanks are missing half the abilities they need to not die.

In that respect, two clumps of mobs at a time is about right. One clump will mean they die too fast and all the cooldowns are blowing, three or four clumps means you're not efficient about killing.

I'm a very cautious puller in some dungeons. Stone Vigil and Aurum Vale have clumps of roaming mobs that can link to normal pulls if not handled carefully, or the suddenly appearing ice sprites or the sprouting morbals. If the tank approaches all those pulls cautiously, the entire thing will go much more smoothly than if the tank runs in, sword or axe swinging.


That is a issue for sure. The mentioned tank above that left after two pulls. The reason the second pull didn't work is my timers were still down as well as others..

Another thing is tanks that dont say anything about how far they are going and they stop and start again and when they stop you start healing.. That can lead to problems.
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#10 Feb 10 2015 at 12:14 AM Rating: Decent
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I often tank (faster queues, hurray) and every so often I make the error of overjudging what I feel like the party should be capable of. It happens sometimes, because you can't just judge by the numbers; they don't necessarily indicate competence. But at least I adjust afterward and generally avoid making the same mistake over and over again. :/
#11 Feb 10 2015 at 7:38 AM Rating: Excellent
I leveled and geared WAR for the purpose of running dungeons. I generally just take it easy and have never had a single complaint. If everyone requests I grab more mobs, then sure. Really, if you pull massive packs and die even just the once or twice, how much time are you really saving in the end?

Things like Brayflox HM were good, but the whole population knew what to do on that one. Along with WP and whatever other dungeons we've speedrun over time.
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#12 Feb 10 2015 at 10:04 AM Rating: Good
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Well We did Quan last night because Tesee still needed it. I went as WHM to speed things up. Well we had the fastest run yet in Quan. He did medium sized pulls which allowed me to holy through most of it. Tesee was BRD and the other was a Ninja who was very good.

Second run the tank did the largest pulls I had seen in there. We had to stop for timers a few times. We were on the edge the whole time and could have died. The other was a dragoon this time. Anyway this run was actually a few min slower than the first.

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#13 Feb 10 2015 at 11:03 AM Rating: Good
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I found it a bit annoying when people tried to speedrun even though I said I was new to the dungeon and just got back to the game. I mean, not only was it not fun to speedrun since I wanted to experience it normally at least one time, but usually I had a handful trying to understand what was going on and such too which made me mess up sometimes so someone died which made me feel bad.

I mean, if I had known what was coming and it had come slowly and methodically I could have handeled it even though I kept forgetting I had spell X and Y (since I hadn't gotten into the game again yet), but with my low item level and experience I just felt like it would have been faster taking it easy, not to mention more fun. Very few people whined about dying after I apologized though so I'll give them props for that.
#14 Feb 10 2015 at 12:14 PM Rating: Decent
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Montsegurnephcreep wrote:
I leveled and geared WAR for the purpose of running dungeons. I generally just take it easy and have never had a single complaint. If everyone requests I grab more mobs, then sure. Really, if you pull massive packs and die even just the once or twice, how much time are you really saving in the end?

I think it's not just about saving time though. There's also a fun factor and a challenge factor. Pulling just 2 mobs at a time isn't challenging for well geared and experienced players. Often times, making something just the right amount of challenge (not too much challenge, but also not too little) also helps make it more fun.

Belcrono wrote:
I found it a bit annoying when people tried to speedrun even though I said I was new to the dungeon and just got back to the game. I mean, not only was it not fun to speedrun since I wanted to experience it normally at least one time, but usually I had a handful trying to understand what was going on and such too which made me mess up sometimes so someone died which made me feel bad.

I think "speed run" is a term that is getting overused. If a tank pulls 2 packs of mobs instead of just 1, that is hardly speed running. I remember WP speed runs where the tank not only pulled an absurdly large number of mobs, but there was also a strategy involving sleeping (if a BLM was there) and locking out mobs. Grabbing two sets of mobs to take advantage of AoE DPS is hardly speed running in comparison.

There's also no such thing as the "normal" way or the "right way" to do a dungeon. If the majority of players are doing the dungeon by pulling 2 to 3 groups of mobs at a time, that is the normal way. It's a fast way, rather than a slow way. But if most people are doing it that way, then its the normal way. There is nothing inherent about the slow way or the thorough way (aka map the entire dungeon and kill every mob) that makes it the "normal" or "right" way.
#15 Feb 10 2015 at 12:32 PM Rating: Excellent
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Illsaide wrote:

I also tend to have two crazy BRD dps Catwho Valkaryee whose names shall go unmentioned. I think they want to make my hair go gray.


Smiley: lol


Edited, Feb 10th 2015 12:32pm by Valkayree
#16 Feb 10 2015 at 1:21 PM Rating: Good
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svlyons wrote:

Belcrono wrote:
I found it a bit annoying when people tried to speedrun even though I said I was new to the dungeon and just got back to the game. I mean, not only was it not fun to speedrun since I wanted to experience it normally at least one time, but usually I had a handful trying to understand what was going on and such too which made me mess up sometimes so someone died which made me feel bad.

I think "speed run" is a term that is getting overused. If a tank pulls 2 packs of mobs instead of just 1, that is hardly speed running. I remember WP speed runs where the tank not only pulled an absurdly large number of mobs, but there was also a strategy involving sleeping (if a BLM was there) and locking out mobs. Grabbing two sets of mobs to take advantage of AoE DPS is hardly speed running in comparison.

There's also no such thing as the "normal" way or the "right way" to do a dungeon. If the majority of players are doing the dungeon by pulling 2 to 3 groups of mobs at a time, that is the normal way. It's a fast way, rather than a slow way. But if most people are doing it that way, then its the normal way. There is nothing inherent about the slow way or the thorough way (aka map the entire dungeon and kill every mob) that makes it the "normal" or "right" way.


I was not talking about just pulling two groups. I don't consider that a speed run and never suggested it was either.

As for "the normal way" I might have worded it badly. I simply meant the way which is not speed running. As for "the fast way", it might be the fast way when you have a group that can handle it. Dying over and over is never the fast way compared to just taking smaller groups if your group can't handle larger pulls though so it is all relative.
#17 Feb 10 2015 at 1:45 PM Rating: Decent
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Belcrono wrote:
I was not talking about just pulling two groups. I don't consider that a speed run and never suggested it was either.

You may not have suggested it, but that's essentially what this thread is about: fighting more than one pack of mobs at a time.
#18 Feb 10 2015 at 4:41 PM Rating: Excellent
I do consider 2+ groups to be speed running, to some extent, especially if you're in the pre-50 dungeons. True speed runs try to gather up 3+ clusters though.
#19 Feb 11 2015 at 8:14 AM Rating: Good
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I think SE needs to fix this problem... I was on miner yesterday before going into a run, I was WHM. My timers were not ready the tank stood there I didn't get stone skin or protect because I was waiting for my timers.. Of coarse he ends up taking off without them and goes into a major pull.. We survived barely but I was not too happy.

I mean with the que times lately even for Whm I am not just going to stand their and wait. I am going to gather or craft and need to switch.

Edited, Feb 11th 2015 9:16am by Nashred
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#20 Feb 11 2015 at 9:17 AM Rating: Excellent
They did fix it so the timers don't reset if you change jobs inside a sanctuary.

You could also wait until the last second before hitting Commence, to buy yourself a little bit more time.
#21 Feb 11 2015 at 12:12 PM Rating: Decent
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speaking of speed runnin are any of the new poetic tomes dungeons as fast as speed running brayflox hard was? Id love to start getting back to capping poetics and getting that il20 stuff lol
#22 Feb 11 2015 at 12:13 PM Rating: Excellent
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Catwho wrote:
They did fix it so the timers don't reset if you change jobs inside a sanctuary.

You could also wait until the last second before hitting Commence, to buy yourself a little bit more time.


You can also watch the dungeon's opening cutscene! That would give you some more time.

Though if I'm waiting on timers, I'll just mention it to the rest of the group. If they want heals/attacks/flashes then they're going to have to wait.
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#23 Feb 11 2015 at 12:19 PM Rating: Excellent
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DuoMaxwellxx wrote:
speaking of speed runnin are any of the new poetic tomes dungeons as fast as speed running brayflox hard was? Id love to start getting back to capping poetics and getting that il20 stuff lol


I don't think they are. Wanderer's Palace HM has gates that don't open until you've killed certain mobs. Keeper of the Lake requires certain mobs be killed to get the key to move on (and I think it always drops from the last mob of a group). Amdapor Keep HM has mobs that block you from going further. With the right group composition and well equipped characters, a run under 20 minutes is likely, but probably not a group that's put together from the Duty Finder.
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#24 Feb 11 2015 at 1:28 PM Rating: Excellent
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I don't think I've seen tomestone farming speed run parties in PF since Hunts were added. Daily expert roulette is more than enough to cap poetics. If you also do World of Darkness / ST / LoA, you likely can get away with skipping a day or two of expert roulette. For grinding out soldiery, Hunts seem to be the popular activity these days, rather than speed running a particular dungeon.
#25 Feb 11 2015 at 2:50 PM Rating: Excellent
svlyons wrote:
Grabbing two sets of mobs to take advantage of AoE DPS is hardly speed running in comparison.

It would be really nice if tanks didn't assume only the DoM get AoEs and just keep the darned mobs in the same place. On a big pull I like to pop Perfect Balance and spam Rockbreaker to pile on the AoE, but the tank has decided to run around so I have to waste my cooldown instead of massive AoE.
#26 Feb 11 2015 at 5:41 PM Rating: Excellent
svlyons wrote:
I don't think I've seen tomestone farming speed run parties in PF since Hunts were added. Daily expert roulette is more than enough to cap poetics. If you also do World of Darkness / ST / LoA, you likely can get away with skipping a day or two of expert roulette. For grinding out soldiery, Hunts seem to be the popular activity these days, rather than speed running a particular dungeon.


Hunts is highly server dependent. If you try and cap Soldiery on Balmung through hunts, you'll just be ramming your head at a brick wall. A ranks last 2 seconds, and S ranks at peak time don't last much longer.
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