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  1. #10
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Well, since it does pertain to their statements about rotational difficulty in relation to content design, SpookyGhost is both right and wrong.

    The Creator is significantly easier than Midas. A large part of that is that while there is sometimes minor variation due to phasing, the creator is substantially more "DDR" than Midas. In Midas, there was actually a lot of variance and RNG which forced reactionary adjustments and changed the dance for each individual randomly. Some prime examples -- A6S Blaster pre-nerf, Brawler attachments, Swindler heights and enumerations, A7S ball phases, A8S balls, A8S gavel, etc. At least on my server / data-center, A11S is becoming increasingly clearable through PF / RF but A12S remains as a wall. Why? Because A12S is more similar to Midas in that on top of the dance, there is a still some individual variation with stuff like inception.

    So, yes, in order to cater to the lower common denominator, SE stripped a lot of the meat and muscle from the DDR bone and made things a stricter dance rather than a stream of read-and-react mechanics. A9S has basically no RNG. If this was Midas, they would've done something like make 4 power-units spawn in random locations instead and require randomly determined players to activate them. Outside of simple charge reads, A10S also basically has no RNG. If this was Midas, stuff like the trap activation would be more varied and entirely random. Outside of sword reads, a simple optical read, and a test of your ability to count dots, A11S also has no impactful RNG.

    As SE said, they felt that players were having too hard of a time juggling mechanics while sustaining an optimized rotation. So, they dumbed down the mechanics and made fights significantly more DDR.
    (3)
    Last edited by Brian_; 11-03-2016 at 03:02 PM.