I bet a lot of people wish having ilvl90 and the ability to move out of red circles would get them a T5 kill every week.
I bet a lot of people wish having ilvl90 and the ability to move out of red circles would get them a T5 kill every week.
The only dancing in this game is Titan and all it takes is a little memorization.
Dovie’andi se tovya sagain
The color blinds are not really welcoming this idea.I wouldn't mind more mechanics like the fight at the end of Castrum Meridianum. Just... with something that actually required effort to kill. Or maybe a dungeon that the boss basically created a red light green light game and if you moved/attacked during a red light phase you get insta killed?
Not just boss encounters but mobs as well, especially if you had mobs made up of enemies that had different elemental and physical attack strengths and weaknesses. It would have to be balanced so that no job was left out (i.e. useless) and it would make fights a lot more interesting.
And how come healers can't cast healing spells on the undead to damage them, or swiftcast rez to kill them? This is a staple in other FF games and would make for a really fun mix up of the way the game is played now.
Wasnt there a Video for 2.2 who got told that they will change alot of this Stuff in the close Future ?
Like random Boss-Attacks, and for Trashgroups that they have to be killed in a special Order ? which changes with every new Visit to the Dungeons ?
I think i can barly remember that they talked about it.
Last edited by calibrex; 03-10-2014 at 06:26 PM.
I'd like to see a variety of boss encounters. I agree though, some DPS-checks like Brutallus (Sunwell Plateau) and Patchwerk (Naxx) from WoW would give nice variety to what the game already offers.
Status effects and elements were traditionally important in FF games. Mana and threat are traditionally important in MMOs. They seem trivialized now. I'm cool with the game being untraditional... but it seems like many encounters are just very slight gearchecks and dancing.
Titan and Ifrit EX are dancing, for the rest ....
Garuda EX ? Everybody packs in the middle, DPS Garuda. Garuda disappears, let's go hide and let's pack again. Repreat.
T1 ? The first add require some dancing, but the boss is more "let's just push left/right for 2 seconds every minute".
T2 ? You are calling the disease a dance ?
T3 ? A rush.
T4 ? Seriously ?
T5 ? Well, there is some dancing, but almost everything is in this fight. This fight is really what I want to see in more boss, when everything is important.
Do you know why you have too much dancing ? You spent countless hours on Titan HM. Go spend countless hours on Twin and let's talk about how dancing helped a lot (well, it does in P3).
The OP makes a good point. The idea certainly is to put some strain to the range characters and put them in a more leveling playing field in terms of exposure of risk and mechanics. However, it's contradictory to the fact the game is still reliant on the holy trinity. You can't always have a global AOE element that damages range units the same way it does to melee but range units being so squishy feels like we (i only play range classes) are at a disadvantage and getting picked on. I would love to see some more puzzle and coop mechanics for the range characters instead of dancing to avoid dmg since it's way too unforgiving at times and latency comes into play.
In gear appropriate to the encounter, WotL will one-shot a melee just the same as it'll one-shot a ranged. It's actually laughable that you are suggesting ranged are "getting picked on" for being ranged, considering how many fights exist where the melee have to deal with the same, or similar, mechanics that the ranged do in addition to PBAoEs, Cleaves, Knockbacks, and Positional attacks.
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