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  1. #61
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Do people think saying 'there aren't many instant death abilities in this game' somehow makes them better? Try standing in a repelling cannons with only 4K HP on ADS turn 2 and see how often you actually live through that. Sure it doesn't do more than 4K damage but with the constant vacuum waves you'll rarely be at full HP when you take one. A 5 hit Tumult is not instant death either, but good luck surviving one with 2500 HP (a fairly typical HP after you get rezzed). I mean Tumult only does 700 damage X 5 hits, should be totally easy to survive with 2500 HP if your healer don't suck, right? Why do people ignore the context of the encounter when it is very obvious that most high end encounters pumps out constant damage throughout the encounter, which means you rarely have your max HP at the start of any big hit ability?
    (1)

  2. #62
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by JayCommon View Post
    I'm curious if a full Allagan/Myth PLD would die by Titan's special if heart wasn't killed.
    Nope, not possible. My WAR has around 11k HP with ToB, Food, Vit-pot etc and i tried to pop it during Titan's 2 Hour and HP actually capped at 9.2k ( i was like wth? ), so there is actually a set max HP for that move, otherwise i could avoid it since the dmg is a little over 10k from it.
    (1)
    Last edited by Nero; 11-27-2013 at 04:26 AM.

  3. #63
    Player
    Ayamia's Avatar
    Join Date
    Mar 2011
    Location
    Lominsa
    Posts
    204
    Character
    Teramia Miraelis
    World
    Ragnarok
    Main Class
    Warrior Lv 60
    Did anyone even mention Allagan Rot? Although I think a warrior with huge HP could survive that since it's only around 7.8-8k damage.
    (0)

  4. #64
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    the only insta death mechanics i have seen are either in sunken temple or coil...

    and all are completely negateable.
    (0)

  5. #65
    Player
    Hurcule's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Kilroy Graybill
    World
    Balmung
    Main Class
    Marauder Lv 50
    With the fact that healers can battle rez an infinite number of times, it makes me wonder if this is what SE wanted. Adding in death and battle raises as an actual mechanic.
    Death and raises isn't the mechanic to look at here. Its all about balance, and SE is providing multiple ways to tip the scales in your favor. Anything that kills you MUST be avoided, this isn't really up for debate... However getting raised with a penalty, mid fight, is an option. If the healer finds they have nothing better to do with their time and mana than get your up after a unfortunate death, so be it. But they had to use that time and resource to do so; and you get brought back with the rez penalty.
    (0)

  6. #66
    Player
    Hurcule's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Kilroy Graybill
    World
    Balmung
    Main Class
    Marauder Lv 50
    I just wanted to address that death and raise aren't the mechanic of the fight. They wouldn't be included in a strategy on how to beat an average fight with these hard hitting enemy abilities. No, rather the fight would be about not getting hit in the first place, and the death when hit is to emphasize this mechanic; to make your dodging it less optional. Getting more gear and having members compensate for a mistake at or up to a point. I think there is a lot to be said in favor of just making a mechanic cause death, instead of everything taking you low. If everyone 'almost' dies all the time it puts much more pressure on healers than the one who didn't dodge, arguably.
    I do hear what you are saying with the rest of it though. Its a hardcore mechanic, no doubt. Dodge or die ~
    I feel like a large number of the fights in this game are more about repetition and retention than reaction. RR x R
    (1)

  7. #67
    Player Divinemight's Avatar
    Join Date
    Aug 2013
    Location
    Windurst
    Posts
    606
    Character
    Saviour Divinemight
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Versiroth View Post
    Too Long
    Each game design differently and this game is basically having a strict mechanic execution check. What you are doing right now is basically:

    Complain to Nintendo about why Mario will die instantly when touch by a turtle and asking them to give Mario a HP bar like Links in Zelda....

    Are you serious?

    I basically summarize your long speech in one simple sentence, then I really starting to laugh at it. Different game is different game, different MMO is different MMO. Who said MMO must be following same pattern over and over? Go check Tera's unique combat system as a MMO.
    (0)
    Last edited by Divinemight; 11-27-2013 at 05:52 AM.

  8. #68
    Player
    Ninix's Avatar
    Join Date
    Aug 2013
    Posts
    381
    Character
    Talim Amariyo
    World
    Balmung
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Astarica View Post
    Do people think saying 'there aren't many instant death abilities in this game' somehow makes them better? Try standing in a repelling cannons with only 4K HP on ADS turn 2 and see how often you actually live through that. Sure it doesn't do more than 4K damage but with the constant vacuum waves you'll rarely be at full HP when you take one. A 5 hit Tumult is not instant death either, but good luck surviving one with 2500 HP (a fairly typical HP after you get rezzed). I mean Tumult only does 700 damage X 5 hits, should be totally easy to survive with 2500 HP if your healer don't suck, right? Why do people ignore the context of the encounter when it is very obvious that most high end encounters pumps out constant damage throughout the encounter, which means you rarely have your max HP at the start of any big hit ability?
    Repelling Cannons won't one-shot any melee unless they are woefully undergeared or they have vulnerability stacks (lol why?). Also you can, y'know, move out of it. Healing people with 15% weakness who have 2.5k HP through tumults is also not particularly difficult if the healer has any sort of competency (and assuming you're not on 9 tumults or something ridiculous, in which case your group has other issues). Obviously if you *start* casting as the tumults begin, people are going to start dying, so you simply need to precast heals and use cooldowns. Hell, you can even toss the weakened person a stoneskin prior to the tumults to give them a small extra buffer of HP.

    Most high end encounters may pump out a lot of constant damage, but they all give you time to top people off before any big hit ability is on the way.
    (1)

  9. #69
    Player
    Wolf_Gang's Avatar
    Join Date
    Sep 2013
    Posts
    475
    Character
    Ice Beam
    World
    Gilgamesh
    Main Class
    Arcanist Lv 17
    • Teratotaur (Qarn)
    • Demon Wall (AK)
    • Titan
    • ADS (Turn2)
    • Twintania (turn5)

    Those are the only bosses I know of that have actual Instant death mechanics (aside from Enrage Timers and DPS checks). Depending on your gear, you can actually survive quite a bit of the heavy attacks that seems to 1-shot OP.
    The Brink of death debuff is particularly harsh on tanks and DPS to ensure that, raising from death is not an expected course of action during fights.
    (0)
    Last edited by Wolf_Gang; 11-27-2013 at 06:18 AM.

  10. #70
    Player
    Ryios's Avatar
    Join Date
    Aug 2013
    Location
    VA
    Posts
    1,055
    Character
    Ryios Locke
    World
    Coeurl
    Main Class
    Gladiator Lv 68
    Quote Originally Posted by Wolf_Gang View Post
    • Teratotaur (Qarn)
    • Demon Wall (AK)
    • ADS (Turn2)
    • Twintania (turn5)

    Those are the only bosses I know that have actual Instant death mechanics aside from Enrage Timers and DPS checks. Depending on your gear, you can actually survive quite a bit of the heavy attacks that seems to 1-shot OP.
    The Brink of death debuff is particularly harsh on tanks and DPS to ensure that, raising is not an intentional course of action during fights.
    You forgot
    -Titan Landslide after 1st geocrash
    -Titan Plumes after heart phase if they are stacked
    -WP Last Boss if you kill to many adds and the tank doesn't have the gear
    -Turn 1 if you run from an add thats following you to far and it explodes
    (0)

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