Gath you make a good point. So far I haven't come across challenging stuff...just tedious. :( i hope they add challenging hnm, dungeons and other stuff.
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Gath you make a good point. So far I haven't come across challenging stuff...just tedious. :( i hope they add challenging hnm, dungeons and other stuff.
Agree, If every fight was guaranteed to drop a IFrit Totem or Kupo Nut it wouldn't be so bad.
If fact I would scrap the whole idea of weapons dropping and just have bosses drop tokens which you can trade to an NPC for the loot of your choice.
For someone who has "Supposedly" played a lot of MMO's Yoshi-p really doesn't have a clue.
You act like there was no learning curve to those fights. I'm glad you got win on your first tries cus your so leet gath! J/k
They were easy after you spammed them nonstop. You think anything is going to maintain difficulty after you 20th time doing it?
Yeah, it took you a day or two to get a win just like most people. So how about you propose some ideas on how to make these fights more difficult so SE know what you want instead of just giving the mob more HP?
I wouldn't mind increased situational abilities. I.E. GLA pop shield bash at just the right time to stop party devastating move... If no gla in party LNC will need to leg sweep. You get the idea.
Primals were challenging when they first came out, anyone saying otherwise needs a smack.
Yeah animation lock was what made that fight hard, but I was talking about Moogle. Ifrit was about... 5 or so days, to my recollection? Maybe I'm a masochist but that's still easy :I
Well, like Gath said, it isn't even about the time it takes to beat something, but both of those fights are just inherently easy.
Depends on why it was difficult, also, I wouldn't necessarily compare single player RPG combat to MMO combat ;/