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  1. #231
    Player
    NaesakiAshwell's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    696
    Character
    Naesaki Ashwell
    World
    Odin
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Zhamkyong View Post
    -snip-
    It kinda of makes me want another trance, where it boosts your pet instead of you but you can only use one or the other (to keep it balanced?). Like potentially it could refresh Enkindle if it had recently been used and then act like a stronger version of Spur like lasting maybe 25 seconds, while it also upgrades Enkindle for that period to do a more powerful version of it, though the trance ends just like Dreadwyrm when the finisher is used.

    Their are many possibilities for Summoner in the future, though until SB hits or we see patches notes and the like. Its anyone's guess, either way it'll be interesting.
    (0)

  2. #232
    Player Keikun's Avatar
    Join Date
    Aug 2013
    Posts
    214
    Character
    Sakura Minami
    World
    Cactuar
    Main Class
    Conjurer Lv 60
    They better make the game FUN instead of harder everytime , but that minority called "Elitists" are trying to make the game more bored, they ask for harder content instead of new cool mechanics or anything fun, but yeah, elitists.
    (4)

  3. #233
    Player
    Ayer2015's Avatar
    Join Date
    Feb 2015
    Posts
    1,451
    Character
    Ayer Austen
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Well lets be honest, this community complains about everything.
    (7)

  4. #234
    Player
    Inosaska's Avatar
    Join Date
    Jun 2013
    Posts
    451
    Character
    Lotharius Lionheart
    World
    Cactuar
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Zhamkyong View Post
    snip
    I wouldn't mind seeing the summons removed and replaced with primal abilities that we can cast instead which would fit more in line with the series. That's honestly my biggest hope for the combat changes in the coming expansion. I wouldn't mind having the egis added as minions in the game that would be cool.
    (0)

  5. #235
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,308
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Keikun View Post
    They better make the game FUN instead of harder everytime , but that minority called "Elitists" are trying to make the game more bored, they ask for harder content instead of new cool mechanics or anything fun, but yeah, elitists.
    If anything elitists are the ones asking for more mechanics because they love to learn and push them selves to get better.

    And don't forget that they are the ones writing guides about content/rotations, recording clears and giving back to the community.

    There is sadly a bad group of people 'WHO' think that they are as good as these people and categorize themselves as one with them resulted in elitists having a bad reputation.
    (2)
    Last edited by Yeol; 03-18-2017 at 03:25 AM.

  6. #236
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Keikun View Post
    They better make the game FUN instead of harder everytime , but that minority called "Elitists" are trying to make the game more bored, they ask for harder content instead of new cool mechanics or anything fun, but yeah, elitists.
    Making the game harder is making the game more fun. I think the whole difficulty request is very often lost in translation with the devs.

    More challenging =/= More punishing - we aren't asking for brutal mechanics, we are asking for mechanics where there is a lot going on, but there is nothing stopping those mechanics from being easily recoverable if you don't ignore them. Honestly? My two favourite fights in the game are A8N (havent done savage) and Thordan ex, not because they are punishingly difficult, but because the mechanic and player interaction feels involved and awesome, A8N (when it was relevant) in particular had that phase where the robots split up, the room fills with AOEs, there is a beam to soak, a beam to dodge, and a platform to stand on, all in quick succession, it isn't hard to perform, it is very forgiving on mistakes, but performing it in time to Sokens score feels epic, and that is the standard that battle content in general needs to strive for.
    (2)
    Last edited by Lambdafish; 03-17-2017 at 07:37 PM.

  7. #237
    Player
    Ririta's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Lambdafish View Post
    Making the game harder is making the game more fun. I think the whole difficulty request is very often lost in translation with the devs.

    More challenging =/= More punishing - we aren't asking for brutal mechanics, we are asking for mechanics where there is a lot going on, but there is nothing stopping those mechanics from being easily recoverable if you don't ignore them. Honestly? My two favourite fights in the game are A8N (havent done savage) and Thordan ex, not because they are punishingly difficult, but because the mechanic and player interaction feels involved and awesome, A8N (when it was relevant) in particular had that phase where the robots split up, the room fills with AOEs, there is a beam to soak, a beam to dodge, and a platform to stand on, all in quick succession, it isn't hard to perform, it is very forgiving on mistakes, but performing it in time to Sokens score feels epic, and that is the standard that battle content in general needs to strive for.
    Personally I really miss fights like Ramuh, Leviathan, Melusine and Garuda extremes where it the mechanics were simple to learn but were highly punishing/demanded a lot of coordination. Early ARR spoiled my tastes.

    I really appreciate when they make an effort into keeping a common theme to the fight, nowadays it seems like they don't really care.
    (4)
    Last edited by Ririta; 03-17-2017 at 07:36 PM.

  8. #238
    Player
    xJimmehx's Avatar
    Join Date
    Jun 2015
    Location
    Ul'Dah - 1.0, Limsa - 2.0
    Posts
    534
    Character
    Leon Manderville
    World
    Cactuar
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Lambdafish View Post
    ...
    I agree it would be more fun with more mechanics going on. I would love to have this while having less tedious rotations.
    (4)

  9. #239
    Player
    AlphaSonic's Avatar
    Join Date
    Jan 2015
    Posts
    516
    Character
    Shaartis Laggal
    World
    Louisoix
    Main Class
    Thaumaturge Lv 70
    What I ask is that all dungeons are The Vault difficulty (pre nerf) I think that was a good difficulty.
    (2)

  10. #240
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Ririta View Post
    Ramuh, Leviathan, Melusine and Garuda extremes
    The thing with those fights is that they were all tightly designed and good for different reasons. It wasn't that they were punishing that made them fun, it was that the fight offered something new. Ramuh introduced the orb mechanic, which was extremely unique, Leviathan introduced the tipping mechanic and Melusine was the pioneer and pinniacle fight for the now common petrify mechanic (also the Renauds made this mechanic even more interesting).

    In Heavensward we didn't get as much that was unique. Ravana was a combination of ifrit and titan mechanic, with the most unique mechanic being his seeing wing/left/right, Bismark is more unique but boils down to fighting adds, Thordan was more epic, but again utilised lots of existing mechanics in new ways etc. It honestly feels like in Heavensward the fights seem less about raw creativity, and have sacrificed it in favour of flash and production value, which while it may not inherently make it worse, we want a nice balance of both.

    Of all the 3.4 fights, weirdly my favourite is A10S. This fight offered a unique mechanic in the form of the buttons, and having them both be a benefit and a hinderence depending on when they are used is creative. They are a static element within the world that is used by both the player and the boss in different situations, I'd like to see more of that level of creativity on all levels of content.

    Quote Originally Posted by AlphaSonic View Post
    What I ask is that all dungeons are The Vault difficulty (pre nerf) I think that was a good difficulty.
    This is where I'm coming from, the vault is the perfect difficulty for dungeons, every party member has a level of pressure on them without it being overwhelming, all bosses are memorable with interesting mechanics, and every element feels involving and exciting. Compare it to something like the anti-tower in which I don't even remember the first two bosses, and the healing check is so low that you can basically ignore all mechanics, and a level design consists of jumping between straight, corridor like platforms. Looking at this, we see a bad direction for dungeons that are supposed to be harder than the level 57 Vault.
    (1)
    Last edited by Lambdafish; 03-17-2017 at 08:26 PM.

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