Agreed. ^ the battle system does need fixing. Also agree with the interesting stats. If they don't do something I really don't see this game lasting for a long time sadly. :/
Agreed. ^ the battle system does need fixing. Also agree with the interesting stats. If they don't do something I really don't see this game lasting for a long time sadly. :/
I'll be frank - I long for some content that isn't the perfectly-execute-or-bust synchronized swimming setup that is current static raiding. EX primals are nice, but tend to go obsolete pretty quickly.
I wish they'd make hard modes of the 24-man raids or something. Man, those mechanics were fun. Tune them so that one or two slip-ups isn't a total wipe if your tanks/healers/whoever are good, but not so simple such that half the alliance can afk the raid like they do now. If done right, it would be perfect content to do if you're looking to be challenged, but don't feel like committing to the huge timesink and stressball that is static raiding. This would require retooling of future gear tiers and whatnot, though, and not sure how a lockout system for it would go. Just random spitballing on my part, but I'd love to see it happen. The 24-mans are really creative and engaging, they're just too EASY for most people who aren't alt-tabbed playing one-handed.
Sadly the largest problem in the raid scene all started with Bismark EXE. DPS Check's This causes a lot of friction between players. Se needs to go back to the old formula, mechanics. DPS check were added to inflate the difficulty and lifespan of the content nothing more. then it really wouldn't be a issue. Most people don't care for raiding primarly is they don't want to put up with the toxic atmosphere and being prejudge in the raiding scene. IF you do these raids as a FC then this really isn't much of a issue. SE did it best with Coils I though where the fights were heavily derived from mechanics. This is the formula they should go back to.
I think what colt means is that a normally 8 man savage raid could be set so that you can 16 man, with some small upward number scaling for the raid mobs. This reduces the chance of a particular person getting drops, but better allows the groups as a whole to power through the content as unlike a normal 8 man setup if one person fucks up there is still an extra 7 people helping pick up the slack.
This makes DPS checks and enrage timers easier to beat, while people would still have to learn the mechanics and the AoE safety dance.
Its going in with more then a standard "True Savage" run. Not with less. While "True Savage" runs would mean an easier time distributing gear.
That's exactly what I mean. The problem with raiding is that people are scared to even set foot into the content because we got different sets of people with different sets of expectations going into these fights, and people with less time don't want to be verbally beaten up over not performing as well as a fellow who has more time to spend on learning.I think what colt means is that a normally 8 man savage raid could be set so that you can 16 man, with some small upward number scaling for the raid mobs. This reduces the chance of a particular person getting drops, but better allows the groups as a whole to power through the content as unlike a normal 8 man setup if one person fucks up there is still an extra 7 people helping pick up the slack.
This makes DPS checks and enrage timers easier to beat, while people would still have to learn the mechanics and the AoE safety dance.
Its going in with more then a standard "True Savage" run. Not with less. While "True Savage" runs would mean an easier time distributing gear.
Also, later on people have difficulty even getting a group because some people have learned the fight and don't want to fail it, so they restrict who can join their groups. This makes it harder to do content on a looser schedule as well, as it means keeping track of exactly who has done the fight or not and has the practice in.
If they added interesting tweaks to them I wouldn't classify them as the same fight, like if in the oppressors we got hit by mini and had to go inside the second oppressor to destroy it. I wouldn't personally say that it's the same fight as normal in that regard since it's something entirely new and not just an added mob or expansion of a current mechanism within that fight.
Okay. But why do you need that gear? ilvl 240 is completely useless to non-raiders. It won't make any difference whatsoever if you can't handle mechanics. This also defeats the purpose of Savage. It's intended to be extremely challenging. If you can't handle it, or simply aren't interested. Cool. No one is forcing you. Colt is essentially asking to "casualizes" Savage so everyone can beat it. That's why a normal mode exists.I think what colt means is that a normally 8 man savage raid could be set so that you can 16 man, with some small upward number scaling for the raid mobs. This reduces the chance of a particular person getting drops, but better allows the groups as a whole to power through the content as unlike a normal 8 man setup if one person fucks up there is still an extra 7 people helping pick up the slack.
This makes DPS checks and enrage timers easier to beat, while people would still have to learn the mechanics and the AoE safety dance.
Its going in with more then a standard "True Savage" run. Not with less. While "True Savage" runs would mean an easier time distributing gear.
That exclusion won't change because most people queuing for Savage do so for the difficulty. They won't want to bring extras, which make the fight easier. So you would initially get groups that zerg Savage down at a laughable rate for the achievement, then claim they have experience and... fail at a normal 8 man because they pushed mechanics so fast, they never saw half of them. I mean, you could run Brute Justice with 12 DPS. Even averaging an awful 600 DPS, the sheer numbers alone would make Savage a complete joke.That's exactly what I mean. The problem with raiding is that people are scared to even set foot into the content because we got different sets of people with different sets of expectations going into these fights, and people with less time don't want to be verbally beaten up over not performing as well as a fellow who has more time to spend on learning.
Also, later on people have difficulty even getting a group because some people have learned the fight and don't want to fail it, so they restrict who can join their groups. This makes it harder to do content on a looser schedule as well, as it means keeping track of exactly who has done the fight or not and has the practice in.
Bluntly stated, some content isn't meant for everyone. These are four fights that if you don't have the time, desire and ability to clear, then they simply aren't for you. It's like asking Dark Souls or Bloodborne to release an "easy mode" so everyone can practice. It defeats the purpose of why the content exists.
Last edited by Bourne_Endeavor; 06-05-2016 at 05:16 AM.
Nope, wildstar failed because the gameplay was as simple as FFXIV's, which made the game uninteresting in groups and raids.
Also, the raids were indeed hard, but it was the same type of difficulty as FFXIV's savage raids : coordinated rope jumping encounters rather than encounters requiring mostly problem solving.
Last edited by Stanelis; 06-05-2016 at 05:31 AM.
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