Yeah..... if you could stop rehashing the same content
but with different strategies... that'd be great....

Yeah..... if you could stop rehashing the same content
but with different strategies... that'd be great....
nice Office Space reference
We'll have as many fights with Ifrit, Garuda and Titan as we have so many Street Fighter II's.
Keep in mind a considerable part of the community asked for Ramuh, Leviathan, Shiva, Bismarck, Gilgamesh, Odin, Fenrir, Wyrms return, Bahamut and Titan far more than they asked for 80 versions of the same fight.
People asking for "hard mode" got the hard mode - Titan, Ifrit and Garuda Hard Mode. People didn't beg and plead for Extreme modes because Extreme Mode Ifrit only existed due to Relic quest in 1.x as they didn't want to spend the resources introducing new fights.



I know I'm glad we got them. Hard Mode Garuda and Titan were small challenges (lol Ifrit), but nothing on the scale that they are in Extreme Mode. This is something that will hold me over for a while.
Now let's be honest - It's not the same exact strategies, but it's pretty much the same mechanics thoughout with 1 or two exceptions. Hell, it's still an odd choice that Ifrit in ARR can be stunned and silenced (HM) but in 1.x he only could due to a development oversight lol. What does Titan do completely differently that doesn't make EX a dodge fest like HM?
Garuda's main difference is the sister's behave differently and she can instantly kill you if you don't have the Spiny shield, otherwise it's pretty much the same strategy with less "hey you can dodge my directional attacks!" at the start.
Last edited by Tupsi; 12-31-2013 at 01:50 AM.


You know... they could save a lot of time and effort by just making encounters and then allowing the group to check checkboxes for abilities the bosses have to scale the fight up or down. Rewards could scale as well based on amount of checkboxes chosen.
That would eliminate this rehashing of content. Those people that think adding an ability to the same boss means it's "new content" could have tons of combinations to play with - tons of "new" content... while the rest of us that aren't entertained by this shortcut development method could move on to other things.
I suppose you could create your own "new content" by hitting yourself in the head with a stick while playing the same encounter to "make it harder"... that wouldn't require development time.
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