What I could see here:
- making a real dungeon-like setting, killing the worshippers along the way up to the actual 'god' -
Now that you've been sufficiently called on the carpet; your move, rhetorical, flatulent, fustian, gaseous, gassy, grandiloquent, oratorical, orotund, windy, bloated, elevated, florid, flowery, grandiose, highfalutin (also hifalutin), high-flown, high-sounding, inflated, lofty, ornate, pompous, pontifical, pretentious, stilted, tumid, turgid; overdone, verbose, wordy - BOMBASTIC.
So... what... you want the traditional tank and spank stuff where everyone just stand in the same spot forever? For every single fight?
Point to where they ever suggested they do it for "every single fight".
Now, we all know that because of ARR's extremely streamlined gear a high level tank and spank just wouldn't work, but I'm also getting a little tired of the gimmick-heavy fights. It's really rough on new players because it's so different than everything leveling dungeons taught them to expect, as most of them really were just simple tank and spanks.
What I'd like to see is more "serious" 4 man content. Frankly, the AoE-heavy gimmicks of Primals and other progression content would be right at home in 4 man dungeons as it means less people have to be on point to win, making all 4 man content casual dungeons for tomestones was seriously a mistake.
I think only Titan is not forgiving, at least so far.
Personally, I would like to see less dodging AoEs and more platforming, switches, or weird buffs/debuffs instead of the usual one that tanks seem to get in every Primal EX/Coil (think Giglamesh's fight).
I agree with the OP.. a lot of the fights (not just primals - coils included) are simply just a 'dance' and don't have much to do with a person's real capability of play.
I'm on SeleneVenizelos's side with this. What would you define as "a person's real capability of play" if not being able to put out significant damage while dealing with mechanics that require you to multitask and make snap decisions? Anyone can memorize a spell rotation and pump out big numbers like every fight I can remember from WoW. One of the major raids of Vanilla WoW (Onyxia) had like one mechanic: dodge the wave of lava. Other than that you stood still and did the same rotation over and over. Compare that with a monk doing Garuda EX: they have to dodge Wicked Wheels, DPS the right adds at the right time (Chirada, Suparna, Razor Plumes, Satin Plume, Spiny Plume), stand far enough away from pillars so that Friction doesn't destroy them, transition through Tornados without dying, all while keeping 3 stacks of Greased Lightning up for maximum damage. And you think this is anything other than the epitome of a person's real capability of play?
Pretty saying she doesnt want to move... ever... cause making player move is... uhh... lazy?Please, for the love of Eorzea can we have a different style of Primal fight? I enjoy the dungeons (even if they get repetitive). I dabble in treasure hunting, beastman quests, crafting and gathering.
I have beaten Coil 1-5 and all the Extremes except Leviathan which I'm currently learning. Frankly, I hate it.
What I'm really missing is a fight where it's not about movement. I'm predominantly a healer (i94 SCH, i90 WHM, i87 SMN and i84 WAR). I understand that it's an important mechanic but it seems all of the Primal fights are about positioning and movement only. It completely penalises casters and is exhausting for healers. The fights are not about how well you can heal or MP management. They're about running around.
Make us hit switches, switch tanks, switch DPS type or something but let us stand still for a change. It's incredibly rough on people who have lag.
I abhor this style of fight, it feels lazy.
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