You do realise the post was about Alexander Savage?
I don't remember 1.0 having dps checks, you had until the timer ran out in the instance then you exited and tried again. That worked. People enjoyed themselves and there was less stress in the raid environment, such as it was. How many did the hm Darnus right and ran until the timer ran out or they wiped? I remember running while learning and timing out. What's wrong with just bringing the timing out back? People can learn and enjoy raiding w/o the pressure of a "rl job".
Last edited by Yoruichi4478; 11-07-2015 at 10:56 AM.
the only thing that made 1.x challenging was battling how awful the servers were. HM darnus unchanged in XIV would be a joke, same with Ifrit ExtremeI don't remember 1.0 having dps checks, you had until the timer ran out in the instance then you exited and tried again. That worked. People enjoyed themselves and there was less stress in the raid environment, such as it was. How many did the hm Darnus right and ran until the timer ran out or they wiped? I remember running while learning and timing out. What's wrong with just bringing the timing out back? People can learn and enjoy raiding w/o the pressure of a "rl job".
Last edited by Yoruichi4478; 11-07-2015 at 11:29 AM.
And this goes against my statement how? Coil was working according to you, but according to them they got feedback of people wanting to see the story not gated behind the difficulty, so they implemented an easier mode and a savage mode that has some real challenge (outside of cheesing a4s, but that's another debate). They received feedback, implemented an idea, observed the implementation with their numbers and feedback from playerbase, and will adjust in the future. Hell yoshida just noted this future adjustment in the recent released interview. My statement still stands.
Until you realize that the same people who complained about coil being too easy (and likely, the same ones that never stepped foot into coil in the first place and only going off by world firsts) are either not the majority, the people who are currently saying it's too hard, or both.
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healer's dps was fine in coils. In Alexander, I don't even think that I can be called a healer but a dps support. A3S without healer's dps is impossible actually. I like it but sometimes I don't know why SE call me healer. But oh well.
fun fact : healers aren't supposed to dps. They were given accuracy in 2.3 because it was required to meet SCoB savage dps checks at the taime, and carried on afterwards. Then they looked at healer dps and the fact that FCoB got wrecked because of that, and backpedaled like crazy on the fact that healers should dps.
All the while as they introduced content requiring healers to dps even more. yeah.
1) there is a difference between doing and clearing. Sorry you can't seem to grasp it. I should have said "tried" for you to understand
2) I cleared T6 and T8 savage both undersized (for the fun) and synched (for the challenge). The fact that I cleared them this september is totally irrelevant. Because, you know, it's hard to find a team for harder, optionnal stuff.
3) Your personnal attack is irrelevant both to the subject and to my comment. Thank you coming coming here and not contributing though.
I don't necessarily contradict you when I quote you. But thing is, they got feedback for an easier version (I was even one of the people asking for it, as a catch up story mode back then). They also got feedback saying that SCOB savage was too hard for the lack of incentive to do it (the barking minority somehow doesn't want the challenge, only the shinies after it).And this goes against my statement how? Coil was working according to you, but according to them they got feedback of people wanting to see the story not gated behind the difficulty, so they implemented an easier mode and a savage mode that has some real challenge (outside of cheesing a4s, but that's another debate). They received feedback, implemented an idea, observed the implementation with their numbers and feedback from playerbase, and will adjust in the future. Hell yoshida just noted this future adjustment in the recent released interview. My statement still stands.
How SE reached the conclusion that the community didn't want the original difficulty of coil but in its place only easy & stupidly hard, I cannot fathom. But they did. And left the huge majority of the raiding community without anything to do.
And now they are hesitant to give back something to do to said majority.
Last edited by Kuwagami; 11-07-2015 at 02:53 PM.
Read the part of the conversation I was referring to again... This coversation may be about Alex Savage, but that particular part was about SCoB Savage
Well you were commenting on the difficulty of SCoB Savage when you did the faceroll version as opposed to as intended. Until you do it as intended you will not see how hard the bosses hit, how punishing getting mechanics wrong actually is or the extent of how harsh the dps checks were.
You just really don't get it do you? Dps checks go hand in hand with mechanics, killing bosses with just mechanics and no dps would be stupidly easy, just sit around wait for the mechanics to go off, dps in the down time repeat. Good dps come from mastering mechanics, the better you get at them the more uptime you get on the boss which leads to more damage dealt. Also the fights you are all crying about are mechanic heavy, but then I doubt you have actually been into A3S to even see what goes on in there.
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