


Reading 2 stronk pls nerfWell 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.
Naoki Yoshida:
Source: http://forum.square-enix.com/ffxiv/threads/113554 at 1:14:22...Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.



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.I strongly suggest that you read the full text before commenting on something. Plus context.
And no, I don't have T7 nor T9 savage clear. Not in synch'ed (because people are really reluctant to do no-reward hard content, trust me), and not in unsynch either as people have absolutely no idea of what the mechanics do. Except while you can afk brain the nerfed normal mode of SCOB, doing so in savage just murders you and half your team with you.
Gosh the number of thunders, voices or shrieks I ate because people can't look at their debuffs. The number of people who don't fucking move to place their divebombs. The number of people who don't know you have to fucking kite those damn renauds....
Speaking of which :
T7 has no enrage that I know of (except maybe the adds piling up and killing you by doing more damage than you can heal). I have yet to see people bad enough to hit the timer, if there is even one. Yet it was considered the hardest turn of all in its prime.Dps checks go hand in hand with mechanics, killing bosses with just mechanics and no dps would be stupidly easy
The difficulty of a fight is not forced to revolve around stupidly high dps checks.
heh, everyone is entitled to their own opinion. It's easier to belittle people to discredit them than to address what they're talking about.
please enlighten me on how much i130 is "way over what SCOB savage was intended for" as the fights weren't exactly here to be cleared in i110, when they were released. It sure is overgearing it a bit, but certainly not to a point where it is trivializing the fight. Especially for people like me who aren't the best players in the world (else I'd have gotten my kill back when it was THE thing and Miscreant wouldn't be attacking my argument on that fact)
Last edited by Kuwagami; 11-07-2015 at 08:28 PM. Reason: I seriously hate that daily post limit. SE please..

Synched is well beyond the intended ilevel, pretty sure he's lying about that anyway.
Thats a fair one, the fight handles dps differently, instead of being a dps check it requires you to show control over your output by pushing phases at the right time. It does have an enrage though, but it's a way off, after 13 or so minutes she will enrage and kill your party members one by one.T7 has no enrage that I know of (except maybe the adds piling up and killing you by doing more damage than you can heal). I have yet to see people bad enough to hit the timer, if there is even one. Yet it was considered the hardest turn of all in its prime.
The difficulty of a fight is not forced to revolve around stupidly high dps checks.
Last edited by Miscreant; 11-07-2015 at 08:22 PM.
If i recall Melusine has like a 10-11 minute soft enrage, her damage starts increasing and she'll use Hysteric Smash and will begin to one-shot the party, there were groups that had issues dealing with it when it was relevant content.T7 has no enrage that I know of (except maybe the adds piling up and killing you by doing more damage than you can heal). I have yet to see people bad enough to hit the timer, if there is even one. Yet it was considered the hardest turn of all in its prime.
The difficulty of a fight is not forced to revolve around stupidly high dps checks.
I'm all for content without DPS checks though, it can and has been done in many MMOs however they were just stamina based endurance checks that were more oriented around tanks surviving and healers being able to keep the party alive. The challenge in this game is designing a fight like that and making sure players don't cheese it by taking like 6 WARs.
I still say they need fights that are more environment/mechanic driven and i don't mean just pass the debuff or don't stand in the stupid but rather actual interactions with like levers / pads / etc, allowing fights to take into account the off-time of a DPS not being on the mob for a full 10 minutes or so.
Last edited by Ryel; 11-07-2015 at 08:30 PM.
id like to see 2 raids with seperate storylines each having a normal mode (story mode), 1 having a Hard Mode version and 1 with a Savage Mode. Would be a nice progression and ppl wouldnt be complaining bout running 3 tiers of difficulty of the same boss fights. Of course this means designing more bosses per patch cycle which means more resources.
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