Yes, but those are not targeted towards a player, they're just charging straight through a specific path. ^^
The mechanic which comes most close to divebombs is also in Thordan, when the player is tethered by a knight, who charges to him then.
Divebombs never felt like a challenging mechanic, they always felt like you were battling it out with the server being made of paperclips and shoe string to be lucky that it was counting you as being in the right place.
Citadel Buster is not the best example, as that particular ability was NOT random. It was on a strict timer, used regularly starting once the boss reached 20% health. (Also, it was actually Proto-Ultima that used it.) Armor Buster is a better example - while not as lethal as Citadel Buster, it was still pretty bad, and Ultima randomly chose between it and several other TP abilities. While the odds were against it, it COULD use Armor Buster several times in quick succession, and doing so would generally leave an alliance in tatters.Most of the old school mmos did had this. fights were a lot more random and a lot less scripted. Using its predecessor XI as an example. you had proto omega. that might use a citadel buster on a tank once in the entire fight. or 3 times in the same minute. or he might put up manashields almost back to back crippling your groups magic damage, or he might never use them giving your mages free reign.
This was pretty common in FFXI; bosses would typically have at least one really nasty trick, and it would be randomly shuffled in with a bunch of less nasty moves. How often you got the bad one was pure chance; you might go the whole fight and never see it, or the boss might use it back to back.
The thing is, though, bosses in FFXI were reactive, not proactive. They weren't a matter of memorizing patterns, and preparing yourself for attacks that you know are coming, so much as learning what to do recover after the boss took certain actions. It's a different sort of playstyle than we're used to in FFXIV, but I don't think it's a bad one. Weathering unfortunate boss RNG of that sort was among the greatest challenge that the game had to offer.
The thing is, sync adds an element of challenge to these fights, without making them nigh-impossible. The fact that the option exists to crank up the difficulty to max doesn't invalidate the satisfaction you get from cranking up the difficulty merely to the point where people have to actually pay attention to the fight.
You'd be hard-pressed to find someone who will claim that they gained any sort of satisfaction out of completing a fight unsynced, while plenty of folks will get a rush from doing the same content synced, but not minimum ilvl. "Why bother to make it hard for yourself, when you can make it SUPER hard for yourself?" is a very thin argument.
I understand and respect folks who want to get a taste of what the fights were like back when they were still relevant.
Doing fights with everyone synced down to what would have been BIS gear isn't what it was like when it was "relevant" either. My point is that your "real clear" isn't "real" either - in the exact same way that someone clearing Thordan Ex in 260 right now for example isn't experiencing what the fight was like when it was relevant.
You'd be hard-pressed to find someone who will claim that they gained any sort of satisfaction out of completing a fight unsynced, while plenty of folks will get a rush from doing the same content synced, but not minimum ilvl. "Why bother to make it hard for yourself, when you can make it SUPER hard for yourself?" is a very thin argument.
I understand and respect folks who want to get a taste of what the fights were like back when they were still relevant.
Last edited by ckc22; 01-11-2017 at 12:45 AM.
But its still not the same thing to where you can ignore the mechanics competently, and do a fight that would take ten mins are more sometimes, and condense it into 2 or 3 mins there is a huge difference. Nobody is rage quiting unsync primals or abandoning them, people arent farming sync for the horses , they are doing that with unsync there is a major difference here. And this goes again to how you play the game maybe everyone doesnt want to rush to the very end of the game and just do their dalies , and farm the same raid again and again.
Maybe some people view this as a whole entire game not just 10 percent of a game, so Ill never be the first to clear anything simply because Id rather stretch out whats in front of me and always have things to do instead of rushing to endgame and focusing on two or three things at a time thats not fun to me.
You know...call me sadistic but I wouldn't argue with a primal or boss that required everyone to sprint through a hallway or whatever to avoid being 1 shot, with obvious time to regain TP without a Brd/Mch. However I think I like the idea of platforms over pure DPS tests, don't mind some but I just feel lately the amount of platform based enemies has been a nice break from almost mandatory potions and pushes.
Ramuh isnt like that, nor Shiva, its many more mechanics than just run to avoid aoe, if you are gona put in a mechanic to where you can raise like they did for sophia then what exactly is the point in continuing on with platform based only primals then.
It must of been some vocal part of the community to speak out agaisnt this or why else would they of changed it. A platform anything is just an annoyance , its not a true test of skill, you could have an amazing healer, great dps, great at healing but I guess the community would call this healer bad if they failed at not falling off a platform if that logic is true then it doesnt make much sense to me at all.
Kind of looks like he is pulling us into a different dimension or something at the end of the clip, maybe the stage will change.
Failing of mechanics is failing of mechanics, doesn't matter if there's a platform or not.
The move that kicks you off the platform would just kill you instead if there wasn't a platform at all. It would have the same result.
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