Right but RoH is still a debuff I don't care how you swing it, it's in the normal rotation so in the post I was replying to I didn't consider it a 'tactical' use.
Eye for an Eye and Foe's requiem are buffs that trigger debuffs. Debuffs that are useful, might I add for specific parts of fights that, shock horror, you can use tactically.
Having another 10% damage down for potentially 40 seconds is a big difference, that's 10% less you need to heal. Especially with big hits like in Turn 4 (when it wasn't trivial), Turn 5, Turn 8, Turn 9, Titan HM/EX to name a few.
Pacification as far as I can tell does nothing on most endgame bosses as well as 4-man bosses, so why are you saying that makes a difference?
Also 20% slow (feint) or 5% slow (shadowflare) does do something, it means she swings 20% or 5% less of the time. Potentially saving you damage. Just because you personally don't notice it doesn't mean it isn't there. Look at the flipside, if you get slowed, you notice your dps go down substationally don't you?
If you're talking about virus they stopped it from trivializing part of a fight just be pressing the button again and again for a good 40sec of little worry (2x healers, 2x caster dps), wait 50 sec, do it again. It can still be used, and it can be used well.
Oh, so like Diabolos? End boss of Haukke hm? Siren? Symond? Ifrit HM? Things in the game already?
Okay, so garuda EX for melee if you don't use triangle method and blms for movement heavy fights (going to be rectified). Other than that I don't see people being excluded for their class currently.
You don't need to start insults to make a point. Besides blind doesn't work that well, maybe trying stunning me perhaps?
Personalization yes the game is lacking, does that have anything to do with debuffs? Not really.
Strategy, the fact that you can come up with multiple different strategies for all the current coil says otherwise, debuffs not withstanding. Even then every of the current coil is made easier with good use of debuffs, you know the ones that work on every boss.
Also since when is bosses being designed around use of debuffs a bad thing? If every fight the enemies were able to be hit by all the debuffs save at key points you'd then just have a rotation again for when you use them. Changing nothing much and making the devs have to take more design time with these debuffs assumed.
Why not do the simpler thing and redesign the abilities? Have them all have secondary effects if their debuffs don't work, like a potency increase? Gives you a buff? Causes a different type of debuff if the enemies are immune?
The only way a boss won't have any trial and error parts to it is if you have something like WoW's encounter book that tells you all the bosses abilities before you go in. Most games are the same, you do trial and error to learn a fight. It's a design philsophophy and not necessarily a bad one. Possibly a time consuming one on the players part.


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