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  1. #1
    Player
    Amiaze's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    403
    Character
    Genevieve Mhakaracca
    World
    Goblin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Zhexos View Post
    Hey everyone,

    While we currently have no plans to add new guildhest content, we may be able to add content where players can learn and practice difficult mechanics so they are more familiarized in end-game content through the upcoming Beginner's Hall (tentative name). So we would like to hear from you what kind of mechanics you would like to practice in these areas.

    Please note that the content for Beginner's Hall hasn't been finalized yet, therefore, we cannot promise if these can be implemented for this; however, we'll definitely use your feedback and suggestions when making future considerations.
    Thank you for the reply! Some things I would like to see would be:

    -Tethers that players must break

    -Mechanics that require Line of Sight to dodge/avoid

    -Area-wide mechanics (such as each player having to take an add to one corner of the stage and kill it, or else the boss gets a buff)

    -Multiple color-coded mechanics that require memorization to avoid (such as a blue rock meaning to move away from the party, red meaning to stack, green meaning to move away from the tank, etc.)

    -Attacks that require the party to stack and split the damage, or else one party member suffers an instant KO

    -Enemy mobs that require the party to focus down specific enemies first due to having increase attack power/debuffing powers

    -Anything that requires party members to move as a full unit across the map

    -Mechanics that punish the player for casting a spell/using an attack at the wrong time, such as having Balance reflect off of party members and go onto the boss. This would encourage players to pay attention to buffs/debuffs.


    These are mechanics that are mostly present in Coil and Alexander Normal/Savage, as well as some HW dungeons. But they are seen so infrequently that players don't have adequate practice with them outside of one or two fights.
    (3)
    Last edited by Amiaze; 10-08-2015 at 09:31 AM.
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  2. #2
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Amiaze View Post
    Thank you for the reply! Some things I would like to see would be:

    -Mechanics that require Line of Sight to dodge/avoid

    -Anything that requires party members to move as a full unit across the map

    These are mechanics that are mostly present in Coil and Alexander Normal/Savage, as well as some HW dungeons. But they are seen so infrequently that players don't have adequate practice with them outside of one or two fights.
    Worth to note that these are player strategies for handling mechanics and probably not the intended way of handling them.
    (1)

  3. #3
    Player
    Durriken's Avatar
    Join Date
    Aug 2013
    Posts
    2
    Character
    Durriken Petulengro
    World
    Excalibur
    Main Class
    Arcanist Lv 38
    I have been healing through most of my gaming career so these are my observations of good things a healer needs to know how to do:

    Basic
    -Triage:Fairly basic but always good to reinforce. This has two ideas, the order of importance of who to keep alive, possibly with focus on edge cases such as keeping a focused interrupter alive and the idea that some people can't be saved and to not waste mana on them.
    -Job Specific Mechanics:Astro cards and scholar aether, not sure what white mage would have.
    -Stairs of Evil: Stairs will block LoS with the tanks at the oddest of times.

    Moderate
    -Move and Cast: Each healer has different tools to do this though even just the idea of getting the rhythm down of cast-move-cast-move can be really useful.
    -Advanced Job Combos: Astro royal road combo and advanced faery control for the scholar
    -Advantageous Use of Healer Agro: You are a healer, you generate global agro, when new things spawn they are going to you. A healer must learn how to handle this and even turn it to their advantage. Also, LoS is your friend.

    Advanced
    -Your (Healer) Health is a Resource: This is something I see take a long time for a healer to get a feel for. As long as your HP isn't 0, you are fine in most fights. Learning when to actually stand in an AoE and take it yourself to save someone else.
    (2)
    Last edited by Durriken; 10-08-2015 at 01:32 PM. Reason: Hit Character Limit

  4. #4
    Player
    Amiaze's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    403
    Character
    Genevieve Mhakaracca
    World
    Goblin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by UBERHAXED View Post
    Worth to note that these are player strategies for handling mechanics and probably not the intended way of handling them.
    This is true in some instances, but not all. The way divebombs are handled with Twintania and the LoS method used against Rafflesia nowadays aren't the methods that were supposed to be used.

    However, there was a boss in either Amdapor Keep Hard or Wanderer's Palace Hard that required you to run behind statutes to avoid being killed by a specific move. (Sorry, I cannot remember which dungeon it is, specifically.)

    And, from my understanding, moving together as a unit is more essential In A1S. I haven't heard that there is really any other intended method, but I could be mistaken.
    (2)
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