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Thread: Delve fights

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  1. #1
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I think Delve is fine and the content difficulty is appropriate for what it is. Eminent weapons, combat and magic accuracy skill changes, etc have already contributed to making it easier. It can be difficult if you don't have a linkshell of good players to fall back on. That means to either make one, join one, or roll a gamble with a PUG being frustrating. Which you can continue to set them up and pick out people who are good. Make a LS for it or just keep track of names, establish rapport. I've struggled with Tojil runs and I've still yet to get any boss wins myself due to my luck with PUG groups and trying to lead ones with casual shells. I still think it's a fair system because I know with more effort it's obtainable.

    The only thing I'd wish they change is giving these bosses TP moves that absolutely need to be stunned. Instead of doing them having conditions to do these crippling moves (like HP%, time in, after another TP move, debuffs on, buffs on, etc.) they can spam the hell out of it. It's not strategic and it's artificial difficulty in my opinion. I'd like to see Delve boss fights open up to more strategy than stunlocking (avoiding the move in the case of all SMN alliance mentioned). Because if you have great stuns, there is really no reason you should lose if your people aren't asleep at the wheel. Which just seems lame to be so dependent on that. Which isn't players fault, the effect of the moves and the time limit you're given you'd have to.
    (2)

  2. #2
    Player Secondplanet's Avatar
    Join Date
    Mar 2011
    Location
    San D'Oria
    Posts
    398
    Character
    Mortificator
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Rwolf View Post
    I think Delve is fine and the content difficulty is appropriate for what it is. Eminent weapons, combat and magic accuracy skill changes, etc have already contributed to making it easier. It can be difficult if you don't have a linkshell of good players to fall back on. That means to either make one, join one, or roll a gamble with a PUG being frustrating. Which you can continue to set them up and pick out people who are good. Make a LS for it or just keep track of names, establish rapport. I've struggled with Tojil runs and I've still yet to get any boss wins myself due to my luck with PUG groups and trying to lead ones with casual shells. I still think it's a fair system because I know with more effort it's obtainable.

    The only thing I'd wish they change is giving these bosses TP moves that absolutely need to be stunned. Instead of doing them having conditions to do these crippling moves (like HP%, time in, after another TP move, debuffs on, buffs on, etc.) they can spam the hell out of it. It's not strategic and it's artificial difficulty in my opinion. I'd like to see Delve boss fights open up to more strategy than stunlocking (avoiding the move in the case of all SMN alliance mentioned). Because if you have great stuns, there is really no reason you should lose if your people aren't asleep at the wheel. Which just seems lame to be so dependent on that. Which isn't players fault, the effect of the moves and the time limit you're given you'd have to.
    That is why i loved the Voidwatch fights, there was a knack behind the fights with proc'ing and then fighting etc... every job needed (almost) and it was fun. I agree to much about artificial difficulty in this game, they went on and nerf'd perfect defense saying that people were abusing it instead of using a strategy then they make bosses with stupid abilities that need stunning, WOW SUCH A STRATEGY.
    (1)

  3. #3
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Secondplanet View Post
    That is why i loved the Voidwatch fights, there was a knack behind the fights with proc'ing and then fighting etc... every job needed (almost) and it was fun. I agree to much about artificial difficulty in this game, they went on and nerf'd perfect defense saying that people were abusing it instead of using a strategy then they make bosses with stupid abilities that need stunning, WOW SUCH A STRATEGY.
    delve boss AoEs are nowhere near as powerfull as legion AoEs were back then... seriously. Melees can survive them if they have equipment sets for them or their whms do their jobs with eraseing def down. Yes they are not preferable to deal with, but they are in no way NOT survivable like Legion AoE moves were. They are managable.
    (1)