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  1. #1
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Maybe I did misunderstand what you're suggesting. But there should only be 2 modes? or 3? As far as I'm concerned Savage is an absolute waste of time (and not of the good kind). However there should be a gap in gear from the two modes, kind of what I gave an example for Second Coil, no? Help me out here, maybe my reading comprehension is poor.

    Quote Originally Posted by Exstal View Post
    So basically, Second Coil at i110 armour, i115 weapon and Savage Second Coil at i115 armour, i120 weapon? Is this what you mean?
    Maybe in addition some lame vanity type rewards from Savage (or whatever the highest level of raid in WoW would be akin to).
    (0)

  2. #2
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Exstal View Post
    Maybe I did misunderstand what you're suggesting. But there should only be 2 modes? or 3? As far as I'm concerned Savage is an absolute waste of time (and not of the good kind). However there should be a gap in gear from the two modes, kind of what I gave an example for Second Coil, no? Help me out here, maybe my reading comprehension is poor.

    Maybe in addition some lame vanity type rewards from Savage (or whatever the highest level of raid in WoW would be akin to).
    I figured there was a misunderstanding here. The way the raiding worked in Wrath of the Lich King is that there were two modes: Normal and Heroic. Heroic tier gave slightly improved ilvl of gear over normal, and the gear had unique paint jobs/appearances that the normal modes lacked. At the same time, the challenges were tougher than in normal, and required a greater deal of time to overcome. They also sometimes had easter egg bosses that the normal modes didn't. (and thus some unique loot models)

    Normal mode's still gave gear appropriate to prepare players for the next tier of play, forced them to strategize to overcome obstacles and wipe pretty frequently. Just not quite as much as heroics did. That opens up the main story to those willing to give it there all, but may not be able to do the typical 4-6 hours for three nights a week raid schedule that heroics often require out of groups. It is very different than the current Crystal Tower, which is essentially a loot hand out.

    The point is that it opens up the challenge of raiding to mainstream gamers, many of whom might have been hardcore gamers at some point, but simply find they don't have the time they used to. It worked out very well for World of Warcraft and no one has really done it since then (that I'm aware of).
    (1)

  3. #3
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Fendred View Post
    snip
    I think Savage mode right now is a test the team is doing to see how players react to a Normal/Heroic type raid system. I think some interview he said during E3 was that they would take in feedback from players in regards to Savage mode and if it something that works, they would build more structure into it than just slapping it into the game. I hope come expansion time they go into this type of setup that WoTLK did. When I played that expansion, it just felt so right.

    Quote Originally Posted by Deviant1 View Post
    As for WoW, it has already had enough influence in this game, if anything I would prefer they make it less like WoW and more like the other Final Fantasy games.

    This isn't WoW, and it isn't Final Fantasy either. I wish all the wow fanbois would go back, take Yoshi with you and then perhaps the next producer can recreate an actual unique game.
    How exactly do you make a "Final Fantasy dungeon" in an MMO?
    (0)
    Last edited by Velhart; 08-20-2014 at 05:58 AM.

  4. #4
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Fendred View Post
    k
    I see. Basically to make that work here, using current Second Coil (normal) as a template would be just tune it down another few steps and keep Savage (Heroic) as is. Then apply the appropriate rewards, no?
    (1)

  5. #5
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Exstal View Post
    I see. Basically to make that work here, using current Second Coil (normal) as a template would be just tune it down another few steps and keep Savage (Heroic) as is. Then apply the appropriate rewards, no?
    Pretty much. The idea would be that 'regular' Coil would have just enough room for error error that one or two randoms in a pug slipping up would be punishing but recoverable (with, of course, skill and focus, and maybe a bit of extra gear) while 'Savage' Coil would have similar mechanics but require pitch-perfect execution on them. You'd get, say, i105 'high allagan' from the regular Coil and i105 upgrade materials, and i110...I dunno. 'Supreme Deathbeast Allagan' from the Savage Coil. The i110 rewards would be exclusive, but in catch up patches the i105 rewards (or equivalents) might get proliferated downwards.

    And maybe, Savage Coil would have a special unique boss at the end who's some kind of mystical starbeast from space that everyone wipes on constantly that's not available in normal coil.
    (2)
    Last edited by Krr; 08-20-2014 at 06:14 AM.

  6. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    The reason WotLK's model worked was mostly due to how people were introduced to raiding. I mean, if you look at the entry level content (Naxx10/25, Sartharion, Archavon), most of the bosses were pretty straightforward while others did require a gameplan in order to clear. You could "faceroll" Patchwerk so long as you knew who your Hateful Strike tank was, whereas you needed a kill order for Grand Widow Faerlina, needed to know how to safely kite Anub'rekhan and Grobbulus, not to mention coordinate mind controls for Instructor Razuvious. I'll admit mods made this content "easier" than the devs probably intended, but DBM/bigwigs had nothing on raid coordinations as well as players knowing what to do to get the kill.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)