What exactly makes the mechanics and phases unreasonable? Also.. you hardly have to be the "hardcore few" to beat T9. You just have to (I'll say it again) take some initiative and be motivated to do it.Or in simpler terms: don't you think T9 was too complicated for its own good? From looking at many places like reddit, the mechanics and phases are unreasonable to all but a very tiny percentage of the playerbase, and I think it is unreasonable to say demand Coil storyline and (obsolete) High Allagan Weapons be exclusive to a hardcore few.
Hardcore few? Over a day there are more than 100 farm parties of FCOB on every bigger server, T9 is no longer a thing of hardcore few.
As described on this reddit post, one of the comments:
No single mechanic in turn 9 is significantly more difficult to learn than the ones in other end-game encounters, but the fact that ther are four fucking phases, each with wildly diferent movement/positional reqirements means that the only way to make progress is to play with people who have experience up to the same part of the fight as you do. Which is unlikely to happen when you're grouped with 7 random people. SE has done a good job on a lot of things in this game, and it's a well-put-together encounter, but how could they think that DF groups would be anything other than frustrating lessons in futility 99% of the time? I can only hope that SE learned from this when they were designing Heavensward's end-game raid.
The fact that making a mistake on any one simple mechanic means you have to start all over (and probably get kicked out), and that you can't even practice the later phases unless you and seven others can perfectly execute the ones before it is absurd considering the gear rewards (that you only get two of) at the end are now obsolete.
Do what everyone else does when learning/practicing this content. Put in PF... "must know to Heavensfall" or "must know P4". It will still fill up.
In the past MMORPGs used to test reflexes and end-game content, but as accessibility becomes a top priority, these kind of encounters have taken a back seat with strictly scripted encounters being the norm. That's just what will attract more people: encounters with a guarantee of success as long as you learn the fight beforehand.
The difficulty of fights in FFXIV:ARR are based on execution only, that's just the direction the game has taken. Scripted fights also allow more freedom in designing gimmicks that make it possible for fights to be more than just dodging things and doing your rotation. It provides a uniform experience across all players and all instances of the fight.
It's hard to say which is better if it means anything at all. The two types of fights require different types of abilities. And execution abilities happen to be the type more people are comfortable with. If you have ever enjoyed a movie, there's no reason you can't enjoy scripted fights. It just requires taking a fresh look at things and embracing it.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Or you can put time to try and actually learn the fights? It's not current and you don't want to put the same effort as other players who have worked to clear it therefore it should be made easier (moreso than it already has) and handed to you on a platter? That's a ridiculous request. You complain about too many mechanics. How do you fare learning all the other mechanics of literally every other fight in this game? Or are you one of those people who always end up dead in towers and trials because you can't be bothered to figure out how the mechanics work? Because that's what you're sounding like.
Final coil has it's fair share of oneshot mechanics. With echo if you manage to reach it you'll just come running back to the forums complaining it's too hard again.
This all boils down, like I said, to players like you wanting everything handed to you. There are many players out there trying to learn or even players who have cleared everything willing to teach. But when you make 0 effort vs these players who are trying their hardest (and succeeding) even now in 2.55 to clear T5/T9 in pugs why should the game cater it to you?
Also that reddit post you linked....not only was it downvoted to negative...but notice how a lot of the comments are saying the EXACT SAME THING.
I'm not gonna bother repeating myself about learning parties because you're either gonna nitpick my comment and ignore the point or cry that I'm a "toxic elitist".You are having such problem because you are not patient enough to commit a temporary group in pf for contents from last cycle, nor in a static for said matters and "hardcore" contents in the future.
Last edited by siverstorm; 04-10-2015 at 05:47 AM.
Square Enix clearly thinks it's a milestone since you get an achievement upon first clear.
T9 only seems difficult because it's one "tier" below T14, like how T5 seemed so difficult when Second Coil was new.
I'm not hardcore. I don't have a static. I don't have those cool HQ accessories with tons of materia. I practiced for a few hours every Sunday, same as when I cleared T5, with different groups of people both who have cleared and not cleared. On a Saturday after 2 Sundays of practice, I cleared T9 with 2 friends, the rest were complete strangers. Cleared T10 on the same night. Farming it at the moment for the darn caster hat as I look over these forums.
Last edited by Neuflune; 04-10-2015 at 06:07 AM.
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