There are so many other things I'd rather have to pay attention to. >_>
I will say at least they added in the ability to see HP%, because before that it was pure bull****.
Because saying "hold dps at x%" is so hard? I don't think it's a bad system since it also punishes people for ignoring mechanics. Also, once your team's DPS gets better, you can skip the holding and just get Rafflessia to under 40% before the 2nd honey glaze.Why should aquiring better gear punish people instead of take some ease off the fight? I don't see why getting better gear reward brings nothing to a fight except having to be even MORE careful then to begin with. Ah...FFXIV, the only game that punishes players for improving their gear.
Actually no once your dps gets better you have to stop dps and control phase changes more. Coil 2 punishes you greatly for being over geared. It's actually easier at i100 then i110(pug wise)
Not really, have u experience honey and then instant leafstorm due to insane DPS?
I've noticed this issue myself. It's...really interesting and one of those things you can't plan for too well. Against Leviathan I actually had to stagger my DPS because we were phase changing faster than the tank's CDs could cycle.
It also preys upon power disparities within a group, especially PUGs.
This is one of the reasons I support rebalancing mechanics so they are randomized instead of patternized.
This way players aren't learning patterns and orders that can get jumbled based on gear. Like I said in another thread, if you do the same fight with the same players with the same gear, they could do their rotations and movements in a macro as the fight would never be different. But toss in some better gear and it throws off the 'clock'. With the mechanics randomized, it would be on the players to use class skills in a way to deal with the fight mechanics as they happen and put the skill on the players means to play their class, not just the individual mechanics themselves.
We'd still be dodging attacks, cleansing effects, tank swapping, clicking X object when Y event happens ect. But we wouldn't be doing them at the same time or percentage of every fight.
For another level of complexity, bosses could react to something the players do. Such as a limit break, mass amount of damage in a short amount of time, or lulls in fighting. Something similar to how previous Final Fantasy games have done. Maybe even in ways where the party could trick the mob into doing it at certain times (that the party could choose) and prepping for it so that it isn't as devastating.
Wouldn't make the fights easier or harder. Just different. And of course I wouldn't change ALL bosses like this. Maybe some would be a bit more 'routine' like we have them now. Just to change it up a bit.
if they could learn to adapt, they would have and not complained in the first place, they are probably just following someone else's tactics mindlessly
Except that even the "adaption" can be done fairly mindlessly. Oh, what's that? The boss is a few HP% above his transition line? Has he done X yet? Then go ahead and push. It's still reducible to a flow chart. . .
I never said it was hard. Please do not use the straw man argument. I said it punishes people for improving their gear, when getting better gear should be nothing but an ADVANTAGE. Now, lets not strawman and put words in my mouth, thanks.
It's not hard it's boring . Rafflesia is at x health everyone put your weapons away till honey gets eaten. Then we wait...
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