Bump... edited the OP with a question to the players
Printable View
Bump... edited the OP with a question to the players
The less they tell the players about the strategy of the fight, the better. As it is, the primal fights are barely lasting a week (didn't moogle take a grand total of 2 days or something?) before the first LSes beat them and conceive a working strategy. I'm not asking for something as convoluted as Absolute Virtue, but still, they should leave us in the dark and let us figure it out.Quote:
If there were special objectives to complete... How would you want to find out about it?
For instance "Garuda"
SE could tell you how to do the wing incaps (What classes, skills and method) and tell you what affect it will have on the battle
or....
The could tell you nothing and see how many times people get owned before they realize (If they ever realize) that they need a Pug and Lancer working together to incap one wing.. and a Marauder and Archer to incap the other
There is also various middle ground.
1. SE could tell us there are special objectives but not tell us what they are or how to do them
2. They could tell us what the objectives are but still not how to do them
3. They could have clues in game, through quest dialogue help you ascertain what you need to do to make the fight easier
I would rather make it so that if you're observant you can figure out what to incap and what it would do. To go with your garuda example, let's say she flies up occasionally to stay out of range. If you incap both her wings she'd be unable to do that and it's fairly intuitive to figure out "If she's being annoying flying I need to stop her from flying". Also, making enemy WS animations give hints for incap'ing their moves. Let's say an enemy uses a really strong punch WS and the animation shows it swinging its right arm. If you incap its right arm, it could prevent the use of that move or severely weaken it.
IMO Making incaps more intuitive, making the skill descriptions themselves tell us what they incap, and making it obvious WHEN we've incap'd an enemy would go a long way to making it more interesting.
I'm relatively new to FFXIV (bought the CE and played for a week or two before quitting; came back a couple weeks ago) but battles still feel unstructured and spammy. As such, I can't say that the status quo will draw people in if it remains for 2.0