This isn't a raiding game.
This isn't a raiding game.
That imo would be the ideal difficulty level. Bosses shouldn't be easy enough that you can steamroll, but hard enough that you'd need to pay attention to mechanics. Heroic difficulty was on a different level, on top of you having limited attempts per week.
Another thing is the lack of trash mobs which can account for the overall raid/end game experience. I remember back when Ulduar or ICC was current content and we'd get our butts handed to us by trash mobs until we learned how to deal with them properly. Closest we have is T1 and 3 which are just derp sacrifice runs or over-glorified dungeons.
In regards to changing up the fight, a better precursor for something like divebombs would be good, especially considering the clutter of player effects obstructing the only precursors (the targeting circle and the beeps), and that doesn't even account for the direction of the dive bomb. The only reliable counter-measure to that is paying attention to a focus bar to show up 45 seconds in (more or less depending on latency).
Speaking of WOTLK difficulty curving - y'know, you could always make Elite Raiders feel special by giving them those one-of-a-kind hard mode exclusive bosses that you can only attempt once per week.
Maybe they'd stop complaining that there's nothing to do then.
video games are bad
Gah, you caught me right when I chose to edit that post because I thought my description was not helpful. But to clarify what Riceis is quoting me on, the difficulty would be such that if it took a group of gamers require three weeks to clear turn 6 at the current difficulty, it would instead take a week, maybe two weeks tops to clear it if it were balanced like a normal dungeon from Wrath of the Lich King.
Last edited by Fendred; 08-20-2014 at 04:21 AM.
I never played WoW but another layer of content with slightly lower difficulty / rewards than coil but more challenging than dungeons and Crystal tower sounds right up my alley along with most of the people I play with. I know I've been advocating something like that for a while but didn't know how to word it properly. Thank you for this topic ^^ b
Also little changes ,even with the same mechanich can make a huge diference
For example if Fire border in T5 stop killing people in normal, but do it in HM, that can be a huge help/ a lot better than the actual 20% useless echo
PD: i play this game since beta and stillstuck in T5, also my Titan EX FPS are HORRIBLE so i have only kill it once :S
PD2: i am not a new MMO Player, been playing since L2 (2002) and acomplished all content in Wow till cataclysm (Incluiding Illidan in WOTLK) - Actual dificult of COil T5/ Titan Ex its excesive for DF
Last edited by Valoiz; 08-20-2014 at 04:18 AM.
Nah it seems like some people from the raiding community are dead set on calling anything under the current coil difficulty a 'hand out', even if this proposal is about a slightly easer - still challenging content. Mind you, many of these people complaining about 'hand outs' are the same that don't enter an instance until a step-by-step guide is made.
I think you misunderstood. Second Coil is for the 15%+. Savage for the 5%-. Since current Coil is the "easy" mode version and Savage is the "normal". I think your suggestion is akin to "autoplay" mode for Coil.No, because its not a gearing issue. Also no, because he was releasing that in response to reports of people beating content really fast like Blue Garter. Savage is content for the top 1% of players, and no one but that 1% is really going to care.
What I'm suggesting is for the middle man gamer, or the top 20-30% of gamers. There is nothing like that in the game currently. Crystal Tower is equivalent to WoW raid finder, which is just a game of hit the pinata. Coil is already at Wrath of the Lich King hard mode difficulty, so that is content for maybe the top 5-10%.
Savage coil is meant for only the extremely dedicated few. I think, what, two, maybe three groups have cleared it so far? Out of the entire playerbase?
I know I am never going to see it, nor do I have a desire to.
As someone who also played WoW, I would say second coil is very much akin to the WoW heroic raids, which I did a few of back in wrath.
Currently there is no good medium level of difficulty. The mechanics are way too punishing to do things usually in a PUG (of course, there are exceptions to this). For example, both t5 and t6 have mechanics so punishing that, not only will they usually one shot you (such as divebombs or someone missing the yellow flower mark and causing the whole raid to be eaten), but they make it near impossible to correct or recover. If just ONE mistake is made on t6, the entire raid wipes. One person accidentally down? Weakness will not be enough to blow through the last phase. One person gets eaten? Wipe. Accidentlly move during blighted? Death.
I have not approached t7-t9 yet, but I can only assume they are the same way.
The mechanics are nice, I do think they are a unique and interesting approach to boss battles, but really the punishment for ONE single person messing up is way too high. Even if you yourself know the fight flawlessly, you are at the whim of the 7 other people you are with executing at top performance.
This is nice for statics, yeah, where you are accountable. Some people work erratic schedules or have otherwise irregular schedules (such as myself) when they can play for long periods at varying points in the day, but not necessarily commit to meet at one time regularly. This makes it hard to get into a static, I have tried. If I get in one, I am usually set as a backup/replacement if all else fails and I happen to be on.
There needs to be more pug friendly content, that is not CT or ST where people do not even try or used to run in spiritbinding gear and did just fine. ST is the raid equivalent of a dungeon to me in terms of difficulty. HM dungeon if we are lucky.
I would like to see more challenging content that is friendly for PUGs. Since this MMO is stressing the fact that it is a lot of the playerbases first MMO, I expected a bit more ease in terms of introductory raiding.
^ Is why i say we make this into a thread about plausible changes that they could do to T5 and T6 theoretically so they can get a decent template for future raiding. This game has a great ease into introducing the mechanics of the big boss fights. From lvl 20 ifrit to the level 43 (i think) Garuda, the players get eased into what the bosses do and what to look out for.
I think some bosses could use better signs to show what they are doing. But like 90% of the game is already doing that. I dont think a damage reduction should be applied over the scope of the entire fight, rather the signal should be clearer for the normal modes.
I, altruistically, believe that players can down a tough boss fight IF the reason for failing is clearly presented from the game itself to the player (as opposed to player from player correction: "you gotta move after three beeps, duh"). Lets give some tangible ideas for the community reps to CLEARLY see when they read this thread. Because if we don't, then all they will see is "x content is too hard, so come up with a way to make it easier" and the developer's attempt might very likely become a faceroll.
Last edited by Xairos; 08-20-2014 at 04:44 AM.
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