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  1. #51
    Player Orlind's Avatar
    Join Date
    Mar 2011
    Posts
    25
    Character
    Orlind
    World
    Ragnarok
    Main Class
    PLD Lv 99
    Yeah, it would be nice if you specified what NMs you're talking about. I haven't fought/tanked any NMs with hate reset moves that couldn't be handled in some way or another. This includes NMs that spams such moves.

    On a side note, I actually found dealing with various types of hate reset a nice way to sync myself with whatever group I go with. Very nice to know the tendencies of my teammates, especially if I plan to play with them for a while.
    (0)

  2. #52
    Player Rearden's Avatar
    Join Date
    Jun 2011
    Posts
    458
    Character
    Rearden
    World
    Lakshmi
    Main Class
    PUP Lv 1
    No one has claimed it to be difficult, we've said it's a gimmick way of making it 'more' difficult.

    http://www.bg-wiki.com/bg/Category:Voidwatch

    Sallow Seymour, Pancimanci, Krabimanjaro, Ogbunabali, Murk-Veined Baneberry, Akupara all have hate reset moves, the other mobs cast/insta-cast death. Some of them charm, some of them have potent regain and require no TP/reason to spam spells or TP moves. All of them go batshit under 50-25%.

    Again, no one is saying this is hard or unbeatable, because we do beat it. We are saying it's a gimmick increase in difficulty.
    (0)

  3. #53
    Player Orlind's Avatar
    Join Date
    Mar 2011
    Posts
    25
    Character
    Orlind
    World
    Ragnarok
    Main Class
    PLD Lv 99
    Looking at the NMs you listed, I still don't see anything too different from other variants of the same families. Even when spammed, I still don't see a reason to view them as just gimmicks. Otherwise, I might have to view Death and Doom as gimmicks as well and that just opens a whole can of worms.

    And yeah you're right, none of them are difficult to deal with and are actually fun when people panic over voice chat.
    (0)

  4. #54
    Player Karinya_of_Carbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    66
    Character
    Karinya
    World
    Carbuncle
    Main Class
    RDM Lv 90
    Quote Originally Posted by Rearden View Post
    No one has claimed it to be difficult, we've said it's a gimmick way of making it 'more' difficult.
    Compared to what? With the damage players can put out now, just increasing the HP isn't going to make something difficult, only longer. Increasing the damage will just increase dependence on shadows to avoid the damage. New mechanics are the only way to create some challenge that can't be easily handled by the same means that dealt with all the previous fights that used the old mechanics.

    An increase in difficulty has to come from something new because more of the same isn't difficult.
    (0)

  5. #55
    Player
    Join Date
    Mar 2011
    Posts
    206
    SE should hire some of the FFXI community members and just have them toss out ideas all day for a summer or something.
    90% of the suggestions on these forums are utter rubish, coming from people who say "my twilight belt beats your black belt" and "PLD needs berserker stance". But at least 5% are superior to anything I've seen the Dev team impliment, and the remaining 5%, if implimented, could see FFXI actually start to grow in terms of player numbers.
    (1)

  6. #56
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Karinya_of_Carbuncle View Post
    An increase in difficulty has to come from something new because more of the same isn't difficult.
    Which goes back to the topic of whether anything new can be introduced to create a challenging encounter. I can't help much in that department, as my frame of reference is based around Lineage II (which tend to be "throw bodies and damage until it dies") and WoW raids (which have so many crazy mechanics depending on the tier, most of which would not be supported by FFXI's engine).
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  7. #57
    Player
    Join Date
    Mar 2011
    Posts
    319
    I personally don't notice hate reset even if it is common. That's probably because it's about as insignificant as any other Sobek-fight-related complaint. If they want to add "difficulty", they can add precision based skills, but that tends to **** over people with poor connection.
    (0)

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