I'd prefer the "raids" in this game actually be designed as raids tbh, i'm not seeing much difference in design between doing Alex and a super buffed Trial fight outside of A2s currently.
I'd prefer the "raids" in this game actually be designed as raids tbh, i'm not seeing much difference in design between doing Alex and a super buffed Trial fight outside of A2s currently.
In fact, savage raid is A1s+A2s+A3s+A4s. The whole floors are the raid with checkpoints between each floor during 1 week.
That's why a trial fight has nothing to do with alex.
That's because it saves a lot of time (thus money) doing it the way it is now. It works in their favor that a lot of people also don't want pointless trash pulls. The only way that trash pulls stop actually being pointless is to make them a big part of the raid itself. This is something that Dynamis from FFXI was infamous for. The trash was practically the main target of going there. Each of them had a small chance to drop endgame loot, endgame currency, and, in the process of killing off trash packs, you'd kill mobs that provided some sort of benefit to the raid, which included time extensions.
A lot of us are rather hopeful that the airship content will be something along the lines of this, due to the fact that the loot drops varied ilvl loot depending on their rarity/difficulty to obtain a chest. It'll be extremely lame if it's basically expected to average 1-3 random tiered equip in total obtained per raid, assuming a weekly lockout as well. Hoo boy will that situation be a huge disappointment.
Last edited by Welsper59; 10-02-2015 at 06:28 PM.
As an example, T2 trash mobs was a core mechanic, and it was interesting.
But A2/A3 normal trash mobs are useless and boring.
Oh i know and I'm in that same boat, that doesn't change the fact that what they call "raids" in this game barely pass as such.That's because it saves a lot of time (thus money) doing it the way it is now. It works in their favor that a lot of people also don't want pointless trash pulls. The only way that trash pulls stop actually being pointless is to make them a big part of the raid itself. This is something that Dynamis from FFXI was infamous for. The trash was practically the main target of going there. Each of them had a small chance to drop endgame loot, endgame currency, and, in the process of killing off trash packs, you'd kill mobs that provided some sort of benefit to the raid, which included time extensions.
A lot of us are rather hopeful that the airship content will be something along the lines of this, due to the fact that the loot drops varied ilvl loot depending on their rarity/difficulty to obtain a chest. It'll be extremely lame if it's basically expected to average 1-3 random tiered equip in total obtained per raid, assuming a weekly lockout as well. Hoo boy will that situation be a huge disappointment.
It's a shame that a few of the turns in the BCoB series (Turns 1, 2, 7, 8, 10, 11) were closer to what most would consider classic raid design, if anything Alexander feels like a step backwards. Personally I'd be all for a Dynamis / Limbus / Nyzul style trash fix for current and future raid content, i mean it's not like they cant make them drop TT cards, housing mats, or crafting / upgrade materials based on their difficulty.
But I'm aware that's just a pipe dream at this point.
Only boring because they're useless, make them worth something and people will start to care.
From a design perspective making them broken up trials still doesn't make them different from trials, if a primal gauntlet were released with similar mechanics / difficulty as the current highest Savage fights there would literally be no difference in content labels.
Last edited by Ryel; 10-02-2015 at 06:32 PM.
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