Sorta. Compare it to Syrcus Tower's 'uh... here's some trash, kill it I guess'.
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Not really. There are plenty of things that they could do to change the formula some. One simple example is to split up and randomize the 3 groups when they first arrive. Group A has to hold a control room as adds continuously spawn which risk being overrun if left at it too long. Group B has to fight for panels then hold them which will open up door for assault team C to push through some trash and eventually a mid-boss.
There are plenty of ways that they can mix up the formula but I'm not expecting them to do so after seeing Alexander. I full expect it to play out identically to how all three Crystal Towers did.
Sorta looks like there's a bunch of coffins dangling from the underside, so lots and lots of undead enemies?
Comparing it to Alexander is unfair as their objectives for the two are completely different. People wanted a "story mode Coil" and that's exactly what we got. An E3 interview seemed to insinuate that the new 24 man raid won't be as linear as CT.
I think it's fair to expect something more than just a reskinned WoD given that statement.Quote:
Originally Posted by http://www.rpgfan.com/news/2015/3463.html
After delving into our memories following our escapades in the Crystal Tower, Archmagus Noah realizes that we are responsible for the greatest loss of life Eorzea has ever known (I'm at 184,931 kills, gotta get that 200k achievement). She attempts to save the planet by putting two of every creature into the enormous Void Ark, with the goal of hiding the Ark within the Void until the Warrior of Light has finally ended their quest to eradicate life in search of Allagan tomes. Unfortunately, the WoL's murder senses start tingling, and we hijack the Void Ark to ensure that not a single loot table remains unexplored.
Actually it's more because alexander is designed with little trash mechanics and just has a focus on bosses, If a raid doesn't have interesting trash why would an easy mode 24 man? Ever since Pharos Sirius SE have been skimping on interesting ideas and a reasonable difficulty curve because a large portion of the community is too lazy to deal with anything that doesn't involve mass pull and aoe.