Wrong. The most common complaints is that A3S is both poorly designed and is also a brick wall that destroys statics. Including groups that did SCOB savage.
Last edited by Bernelli; 10-02-2015 at 11:01 AM.
Poorly desgined in what way? It's a tough ass fight as it should be, if a static can't beat it and break up over it then its there problem.
You're a fool if you seriously believe that the large amount of statics falling apart once they hit A3S isn't related to the raid itself.
lol dood it was you who said that it destroys most static and I'm asking why. :P
If a Static can't beat a raid due to it's difficulty then quits then it's not the raid fault, people wanted a harder raid they got it.
I'm not saying that AS3 should not be difficult. It is still poorly designed and it is only frustrating, not challenging. Challenging is not just stacking a mechanic on top of a mechanic that is stacked on top of another mechanic while you have to look out for another mechanic while meeting the brutal DPS checks. I hate to keep comparing to WoW, but they knew how to make Heroic boss fights right in most occasion. Knew how to spice up the mechanics and make it much harder without over complicating itself.
AS3 is definitely one of the most poorly designed fights I have ever seen produced in this game. This is coming from someone who dealt with animation lock on IfritEX in 1.xx.
Can't say much on AS4 yet since I haven't been there, but I have not heard much complaints on it's mechanics.
Presumably you wouldn't call a raid that no one could beat it a successful raid. So where is the threshold between it being the raid's fault, and a specific group's fault? Is the raid fine as long as there's a single group that can beat it? What about if 1% of the groups that attempt it can beat it? 10%? 50%? At what point does it cease being the raid's fault?
And that's ignoring that the overlap between the people who asked for a harder raid (which was a small fraction of the raiding player base, let alone the player base as a whole) and the people whose statics are breaking on A3S is likely minuscule.
The statics breaking on A3S were probably quite happy with the difficulty of Final Coil, either pre- or post-echo.
Not everyone wanted harder raids, though. I was quite happy with FCOB's difficulty, and we weren't really informed prior to release that Savage was going to be a level of difficulty beyond that. The information we got in general suggested that Savage was just the new name for the standard raid difficulty to differentiate it from the "Normal" mode. Instead, we learned after release that Savage leaned more toward the difficulty of SCOB (Savage).
Maybe not in English, but the JP community was pretty aware of what was coming. (loose translations below)I was quite happy with FCOB's difficulty, and we weren't really informed prior to release that Savage was going to be a level of difficulty beyond that. The information we got in general suggested that Savage was just the new name for the standard raid difficulty to differentiate it from the "Normal" mode.
Player asks Yoshi-P about Alexander at NicoNico Choukaigi 2015 - 4/25/2015
http://jp.finalfantasyxiv.com/lodest.../blog/2192330/
A tweet relaying information from Fan Festival 2014 12/19/2014 - 12/20/2014K:アレキ零式っていうのは、侵攻編の零式とイコールと考えたらいいのか、それとも真成変プラスアルファなのか?
K: So for Alexander (Savage), would you say it will be about as hard as Second Coil of Bahamut (Savage)? Or closer to Final Coil?
吉田:真成編の零式だと思ってもらっていたほうが、イメージは近いかもしれないです。
Yoshi-P: It might be better to think of it as something closer to a Savage version of Final Coil of Bahamut.
K:じゃあ零式は零式なんですね
K: So Savage really is going to be Savage, then?
吉田:はい
Yoshi-P: Yes
https://twitter.com/Sir_gawainPoet/s...rc=twsrc%5Etfw
Interview with Yoshi-P - 8/13/20153.0で実装されるアレクサンダーについて
Alexander in 3.0
・アレクサンダーのハードは零式より、ちょっと難易度高い。
・The "hard" version of Alexander will be a little harder than Savage
・ノーマルとハードにリワード差を設けている
・The rewards for normal and hard will be separate
・だからまずはノーマルをクリアして装備を整えてハードを攻略する。などの段階を踏んでいって欲しい
・First they want us to clear normal to ready our gear, then tackle the hard version
http://game.watch.impress.co.jp/docs...13_715888.html
And for good measure, someone on Reddit picked up on it as well. I guess it was ignored.「零式」とは言っても、全くクリアできないと楽しくもなんともないと思うので、1・2層はある程度の難易度で抑えました。頑張れば希望も見えるし勝ちに行けるという風にバトルチームが上手く調整してくれたと思います。3・4層に関してはまさに「零式」というレベルの調整にしてあります。
If you couldn't clear Savage at all I don't think it'd be very fun, so we've toned down the difficutly a little for the first and second floors. The battle team has taken care to design them so players will be able to clear them if they pull together and try hard enough. When you reach the third and fourth floors, that's where the real "Savage" difficulty kicks in.
Alexander hard will be harder than Savage Coil, drops higher IL than normal - date listed as 8 months ago
https://www.reddit.com/r/ffxiv/comme...n_savage_coil/
Yoshida's comments during today's Tokaigi event.
Regarding how fast Final Coil was cleared.
・The top raiders were too good
・Everyone else started copying them (rising tide and all that stuff)
・It was not their intention for crafted gear to become necessary. They were supposed to be catch-up gear for returning players.
Regarding Alexander in 3.0
・Alexander Hard will be harder than current Savage Coil.
・Differences between Normal and Hard will mianly be in rewards (different IL)
・Their concept is for people to clear Normal for gear before challenging Hard.
Hard should be impossible without gear from Normal.should would could blah blah blah. Nael shouldn't be beatable in i90 gear...
Last edited by Spellbinder; 10-06-2015 at 10:18 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.