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  1. #1
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by OMEGA_HACK View Post
    Again, I state again, I should probably add a third again, so thrice again, I am not--and neither is anyone else in this thread--asking for Coil to be nerfed and/or be made easier. No one in this thread is asking future content to be made easier than Coil content. No one. So please (and this is not directed at you in particular) can we please stop saying that people are saying to make it easier.
    Actually, you are.

    Quote Originally Posted by OMEGA_HACK View Post
    1) Simplify the number of mechanics to an easily memorable amount (players should not have to study like its a 100 question test) I would say no more than 4-5 mechanics
    2) Slight increase in time between mechanic executions, as a pay off to keep the challenge alive, make the mechanics even less forgivable (as in you mess up, you die)
    By its own nature, your suggestion no 1 already makes fights easier. No 2 is also guilty because less intervals between mechanics means you're suggesting to add more time in the fight just tanking and spanking. Making certain mechanics that was not instant death into one is also moot due to less mechanic interval because the healers will have less juggling to do and doing extra raises wouldn't be as hard as before, especially if your death doesn't affect anyone negatively immediately outside of dps loss. In the case that they do make your deaths kill others, the lot of you will be whining about team jump rope mechanic but oh wait! Most of you already are!

    Lastly, fights like this would make it really easy for really good groups with high dps simply because they will down the boss much faster than the intended kill times and therefore they will encounter less mechanics (simplication: if the boss is intended to be a 10 min fight and it does one mechanic every 1 min, the party killing it at 10 will encounter 10 mechanics while parties that can down it at 7 will only encounter 7). If they implement punishments for dpsing a boss too fast by throwing more mechanics at your party randomly even faster as you dps it faster, people will complain yet again.
    (4)

  2. #2
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Gardes View Post
    Actually, you are.



    By its own nature, your suggestion no 1 already makes fights easier. No 2 is also guilty because less intervals between mechanics means you're suggesting to add more time in the fight just tanking and spanking. Making certain mechanics that was not instant death into one is also moot due to less mechanic interval because the healers will have less juggling to do and doing extra raises wouldn't be as hard as before, especially if your death doesn't affect anyone negatively immediately outside of dps loss. In the case that they do make your deaths kill others, the lot of you will be whining about team jump rope mechanic but oh wait! Most of you already are!

    Lastly, fights like this would make it really easy for really good groups with high dps simply because they will down the boss much faster than the intended kill times and therefore they will encounter less mechanics (simplication: if the boss is intended to be a 10 min fight and it does one mechanic every 1 min, the party killing it at 10 will encounter 10 mechanics while parties that can down it at 7 will only encounter 7). If they implement punishments for dpsing a boss too fast by throwing more mechanics at your party randomly even faster as you dps it faster, people will complain yet again.
    Quote Originally Posted by OMEGA_HACK
    Something I would like to see is instead of mechanic on top of mechanic on top of mechanic all happening with an overlap effect where you are sometimes just running from Point A to Point B to Point C doing mechanics is this:


    1) Simplify the number of mechanics to an easily memorable amount (players should not have to study like its a 100 question test) I would say no more than 4-5 mechanics
    2) Slight increase in time between mechanic executions, as a pay off to keep the challenge alive, make the mechanics even less forgivable (as in you mess up, you die)
    Again taken it out of context you can make anything sound like something else. I was making a suggestion but by removing the line I've added you are making it seems like I was asking for a Coil nerf. Also making less mechanics doesn't mean that it's easy, take for example again Titan EX (and I cannot stress this enough--when it was new content--not now when we are 50+ items levels higher). He only had around 4-5 mechanics:

    1) Mountain Buster: healing/cd mechanic
    2) Landslide/Plumes: dodge mechanic
    3) Tumult: healing mechanic
    4) Bombs: dodge mechanic
    5) Upheavel: stack/placement mechanic

    However during the time of its release those few mechanics were very unforgiving. You mess up, you die; no questions asked. Its just another form of challenging content however Coils don't really have that style of battle, its all mechanic and move on top of another, that one single mechanic might not kill you but because there is another mechanic already going off there is a good chance you will fail. Either way they are going to kill you however one is about precision and one is about "can you recover". Both are valid endgame styles, sadly they did not choose the former for the coils.
    (0)

  3. #3
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by OMEGA_HACK View Post
    Again taken it out of context you can make anything sound like something else. I was making a suggestion but by removing the line I've added you are making it seems like I was asking for a Coil nerf. Also making less mechanics doesn't mean that it's easy, take for example again Titan EX (and I cannot stress this enough--when it was new content--not now when we are 50+ items levels higher). He only had around 4-5 mechanics:

    1) Mountain Buster: healing/cd mechanic
    2) Landslide/Plumes: dodge mechanic
    3) Tumult: healing mechanic
    4) Bombs: dodge mechanic
    5) Upheavel: stack/placement mechanic

    However during the time of its release those few mechanics were very unforgiving. You mess up, you die; no questions asked. Its just another form of challenging content however Coils don't really have that style of battle, its all mechanic and move on top of another, that one single mechanic might not kill you but because there is another mechanic already going off there is a good chance you will fail. Either way they are going to kill you however one is about precision and one is about "can you recover". Both are valid endgame styles, sadly they did not choose the former for the coils.
    Nice try on omitting things like gaols, adds, gravity puddle, heart dps check too, btw. Also forgetting that it all comes in the same predictable manner despite having harsh consequences for failing the mechanic and the fact that if certain roles fail out of the mechanics, your party is screwed. Or how despite t10-t12 is divided into multiple phases, they have about two phases each where it's the exact same with an extra mechanic thrown in.

    Edit: Oh I forgot, did you remember how titan ex fight went? Non stop mechanic after mechanic after mechanic. What you're asking for, "bigger intervals of nothing happening" does not happen in titan ex! And they sometimes overlap!
    (5)
    Last edited by Gardes; 04-11-2015 at 08:39 AM.