

Don't forget about the part where:SE: "Ok, How about we make it to were every boss can instantly kill you? Like... alot?"
SE2: "People won't like that... What if we make it an AOE so we can 'technically' claim that it's avoidable?"
SE1: "But, people won't die as much that way! I WANT DEATH AND CARNAGE!"
SE2: "Well, lets implement a .3 second delay! This way, the AOEs will be extremely difficult to avoid! Deaths all around!"
SE1: "Well, people will still complain... How about we let them battle rez all they want?"
SE2: "Hmm... I don't like it. Well, fine.. lets just make it to were the player raised will be frozen for 3 or 4 seconds, that way they will die again to the AOEs before they can even move!"
SE1: "DEATH!! I mean... DEAL!!"
SE2: "And to sweeten the death.. I mean deal.. let's make it so when they do get raised, all the healers around can waste MP trying to heal them and it won't go through for another 2 to 3 seconds PLUSSSS as a bonus feature, aoes placed under the healer who raised them exactly 2 second after the res goes off can still wipe out the unhealable poor bastard again because they can't move! Won't it be hiiiiiiilarious!!!!?"
Last edited by XiaoliVorgan; 11-27-2013 at 06:26 AM.

Things are simple, instant death or near death mechanics are a cheap and efficient way of adding "difficulty" in an otherwise not so difficult encounter. A proper fight should be about tactics/skills/positioning/opportunities. What we got here is a static rotation with extemely unforgivable timers. Maybe something like this would work better with an offline console game but online games have latency/connectivity issues and dealing with stuff like this is not fun.


OP sounds like the typical DRG that enters stuff specifically to die out of nothing.
"Absurdity is the only reality."
~Frank Zappa
Bad Analogy is bad. Mario and Zelda are two entirely different genres of games. WOW/SWTOR and FFXIV are not. The fact is, most of the "challenge" in this game is avoiding AOEs. And since the Netcoding and lag is so bad for so many of us, we simply don't stand a chance a lot of the time. I literally never stand in stuff. Ever. I move as soon as I see anything bad. In other MMOs, that's always been good enough. With this one, it's hit or miss. I'll appear to have dodged the bad every single time, but I'll still end up being hit and then die half the time.
continued....
As other have said, they put all of the "challenge" in the most technically defunct part of their service/systems. Which is their server side client/netcode. If they can't accurately relay to the player when an AOE begins and then accurately receive the response whether the player was in or out of range properly, then the "challenge" really isn't a challenge anymore. It a part of the game that's broken.

To some extent I do like that bosses can 1 shot us in various occasions. One thing to me that broke immersion was 'You have this bad guy, who's so bad hes the head of bad guys but he really has no power to justify his position'.
In a world of magic and beastmen to me it is going to take something special to bring these people under your rule. Ifrit, Garuda, Titan are 'Gods' ... a god should be able to kill me with little to no effort if they wanted to, the surprise that I am ready for it, react, survive and kill them is part of that giant vs. an ant thing, where the giant underestimate his opponent and get caught with his pants down so to say and were able to defeat them.
Twister, Unwoven Will and Doom are the only 3 instant death mechanics in the game as far as I know. Some might say that Twintania's arena perimeter is also an instant death mechanic, but I wouldn't think so. Everything else is damage based and can be mitigated, although I guess you can consider Zentetsuken instant death as well.
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