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  1. #1
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by JayCommon View Post
    snip
    Now that's a good idea yet the potential to still be used to deny players is there especially if has a time attack or survival mode. Personally it should still be solo focus that way you can't blame anyone else for failing at situational awareness which helps a player grow individually.

    It should just be a "training" tool and players can gauge how well they can handle mechanics and implement what they learn as they go.

    Each should be role specific and job specific. Since tanks and healers can still dps some melee can dps/kite, and casters can heal, sleep, kite, etc.

    Entry level should focus on utility. Such as slows, stuns, and pushback. Then with ranks that introduce things like AoE's avoidance.
    Mid level focuses more on optimizing yourself well. Then with ranks have a random generator for mechanics so you can be in your toes.
    High level focuses on being on your best shape and do the mechanics. Kind of what like you can expect with most lvl 50 dungeon bosses and primals.
    Expert level might as well basically make solo training version for coil bosses so players can train themselves on the mechanics on said encounters and their rotation so players can know what to do and when.

    Yet you can only unlock a coil boss version after you've at least attempted it once.
    (0)
    Last edited by Gormogon; 05-29-2014 at 04:42 AM.

  2. #2
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by JayCommon View Post
    You're welcome

    And I can understand where your coming from with the numbers debate. If this idea were to be adopted, I could be for "no pure numbers" if they threw some interesting checks into the battles. And I think there should be one for every 10 ilevels, which each challenge progressively getting tougher. Not just in pure output, but in mechanics as well.

    ILevel 40 Challenge! : 3 groups of 2 mobs each. Think treasure map.

    ILevel 50 Challenge! : Fighting a boss with differing AOE patterns on the floor to dodge

    ILevel 60 Challenge! : Boss fight. At spots throughout the fights 2-4 adds (of varying HP pools) spawn on outer edge and walk towards the middle (think crawlers from PS). DPS checks to kill adds before they reach the middle or cause insta-wipe.

    So on and so forth. If the hests themselves brought a little bit of flavor to the fights with some interesting things we need to do, (this part is important) which simulate real things asked of us in endgame content I think this would be pretty valuable even without pure DPS numbers. Higher levels can teach you how to prioritize mobility, when pushing phases is important, and other small nuances of fights. Pre-ilvl50 hests could focus on helping you maximize your rotation, not by telling you or holding your hand, but by failure of the hest itself.

    Quote Originally Posted by Gormogon View Post
    Now that's a good idea yet the potential to still be used to deny players is there especially if has a time attack or survival mode. Personally it should still be solo focus that way you can't blame anyone else for failing at situational awareness which helps a player grow individually.

    It should just be a "training" tool and players can gauge how well they can handle mechanics and implement what they learn as they go.

    Each should be role specific and job specific. Since tanks and healers can still dps some melee can dps/kite, and casters can heal, sleep, kite, etc.

    Entry level should focus on utility. Such as slows, stuns, and pushback. Then with ranks that introduce things like AoE's avoidance.
    Mid level focuses more on optimizing yourself well. Then with ranks have a random generator for mechanics so you can be in your toes.
    High level focuses on being on your best shape and do the mechanics. Kind of what like you can expect with most lvl 50 dungeon bosses and primals.
    Expert level might as well basically make solo training version for coil bosses so players can train themselves on the mechanics on said encounters and their rotation so players can know what to do and when.

    Yet you can only unlock a coil boss version after you've at least attempted it once.
    Yeah guys I love these ideas. This is kind of what I was thinking. Something that is like a "lite" version that specifically helps you train at certain mechanics. I know the conversation generally trends to a DPS goal, but I was hoping to have a broader utility in this type of tool. It could literally be that just by being able to complete the content that you are good to go.
    (0)
    Last edited by Tiggy; 05-29-2014 at 04:49 AM.

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