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  1. #31
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by Xlantaa View Post
    Few things.


    3. More variety. I liked a lot the Alexander. But it is always machines and goblins. More variety of enemies could be cool.

    With that I'm happy.
    1. But then that makes clearing the encounter all but certain. It shifts the skill burden to the healers because they then become capable of carrying lesser players who cannot do mechanics. Punishing mechanics exist for the reason of ensuring the 8 party members are reasonably challenged equally.
    Though I would rather mechanics are punishing by merit instead of by design, like the boss hits really hard naturally or he applies a continuous debuff on the party (thus making raid hits naturally punishing). I think the real issue is the mechanics so far feel too polar, you either clear the mechanic and get away unscathed or get punished really hard. There are few mechanics that are unavoidably punishing but you can mitigate its impact through skillful play/composition.
    (0)

  2. #32
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,308
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    I accutally want a fight where the goal is to stay alive and press/interact with things/buttons in order to activate self destruct for the place. Rather than burning the boss down.
    The CS should be raid members escaping the explosion then doing their victory poses.
    (2)
    "BAAAAAARD!" - 2018

  3. #33
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,860
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Yeol View Post
    I accutally want a fight where the goal is to stay alive and press/interact with things/buttons in order to activate self destruct for the place. Rather than burning the boss down.
    The CS should be raid members escaping the explosion then doing their victory poses.
    I feel like a fight of that type ought to be on every raid MMO's bucket list for at least one fight across all its expansions. Maybe Stormblood will have the opportunity? One can hope. I'd certainly like to see it.

    That said, could use some "interact"ions that go beyond simply raising a palm towards the object's hitbox column at shoulder level every time...
    (0)

  4. #34
    Player
    Skeltal-Bons's Avatar
    Join Date
    Sep 2016
    Location
    Uldurr
    Posts
    134
    Character
    Eliza Tepes
    World
    Tonberry
    Main Class
    Monk Lv 70
    Quote Originally Posted by NolLacnala View Post
    Memorization is why Touhou is a thing. Players know what's coming next and prepare accordingly. Memorization is as much a skill as reaction time.
    On that note, I'm in favor of the next crossover event being with Touhou.
    Large fates like odin with crazy huge amounts of bullets and silly Touhou hats as the prizes, as well as a few minions
    (0)
    "If you have come to the godmother for a favor, you must first pay her your respects"

  5. #35
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Absolutely no "kill adds in time to not be killed by the ultimate" mechanic. Seriously, that mechanic is so over done at this point I'd be happy to never see it again, ever.
    (5)

  6. #36
    Player
    Tizzy_Tormentor's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    627
    Character
    Tizzy Tormentor
    World
    Omega
    Main Class
    Machinist Lv 100
    Arenas that aren't just circular, square or rectangular, c'mon, some more variety would be nice, remember in Binding Coil T1 where you hopped around on different platforms? Remember in T5 where the terrain was uneven? More of those would be appreciated, Bismark was the only Primal not to have a circle/square arena.

    I also agree that coil felt like you were delving into the unknown, would like to see more of that kind of feeling when diving into raids.
    (8)

  7. #37
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Khalithar View Post
    Absolutely no "kill adds in time to not be killed by the ultimate" mechanic. Seriously, that mechanic is so over done at this point I'd be happy to never see it again, ever.
    This is like the only certain mechanic in every trial/raid ever. I agree. Maybe they need to give us buffer adds that we dont want to kill or need to keep alive so we can deal massive dmg/survive some mechanics, that would be interesting, have the off tank bus the adds to where theyre needed. not hold them down for total destruction or the party dies
    (1)

  8. #38
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    - An actual battle ground that is not a square or circle. I'd love to fight in a forest, etc.
    - (Subjective) gear that looks really fantasy like and pretty
    - Enough with the jump rope tactics
    - Allow recovery, its fun and can make it more challenging sometimes. In Tera, the most difficult fights I did revolved around recovering the party.
    - Stop relying so heavily on adds in the fights. Even in 1.x this was a problem.
    (6)

  9. #39
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ThirdChild_ZKI View Post
    One thing I loved about Coil that was sorely missing with Alexander was that sense of journeying into the unknown.

    Coil was a mystery. What was down there? What will I find and how will I deal with it? "Holy crap, look at the size of that!" "It's you!"
    That's not entirely reasonable. Coil was a "mystery" because it managed to be something we had never seen before (crystals and technological ruins) in addition to being linked to story elements that were built up over the whole of ARR (read: everyone and their mother talking about the Calamity). The reveals also didn't mean much if you never played during 1.0. "Oh, it's that grumpy girl from the early storyline. Oh, some stuff about a dude she's looking for. Oh, so that's what happened after the whiteout..." etc.

    ------------------------------------------

    Something we should also talk about is raid dungeons as part of a tier. Coil and Alex were basically corridors leading to a boss and nothing else. I'd rather Omega be Stormblood's "tier 1" raid, then introduce something new for 4.2 and then finish it off with a third raid for 4.4. Of course, the challenge is in needing a cohesive story to tie the three different locations together; you'd need to introduce something near the beginning of Stormblood and have it pop up once in a while to build things up. It's also a resource-intensive approach.

    Quote Originally Posted by ADVSS View Post
    This is like the only certain mechanic in every trial/raid ever. I agree. Maybe they need to give us buffer adds that we dont want to kill or need to keep alive so we can deal massive dmg/survive some mechanics, that would be interesting, have the off tank bus the adds to where theyre needed. not hold them down for total destruction or the party dies
    The trade-off would be making those adds hit really hard or create a kill priority via mechanics.

    For example, you could make an add that when they die does something to the boss to make them take more damage for a bit. Making an add particularly dangerous to the off-tank would also work. It's a pity we don't have a job that can mind-control mobs, because a mob that has to be mind-controlled to make the fight doable would be interesting. Adds that need to be killed by the raid before the boss gets them would also be something new for this game.
    (0)
    Last edited by Duelle; 02-12-2017 at 08:39 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #40
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Llynd View Post
    I really don't see what's interesting in this. I think being able to dps and heal requires way more skills
    I respectfully disagree. I think our current healer DPS meta was BORN as a result of healing in this game being too overpowered and easy to learn. I think this is why we've started to see a recent upswing in requests like the one on page 1 - "make raids more about mitigation/tank swapping/positioning/add pickup and actual cleansable debuffs/more shielding/higher HPS checks". (Aka, let tanks tank and healers heal.)

    I think that people are starting to realize that healer DPS is less about skill, and more about the role simply being too boring and unengaging without it. (If it truly required "skill", IMO, it wouldn't be touted as pretty much necessary from all healers at all level of content in the game.)
    (5)

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